Hi! Just stumbled upon the thread...
Any hints on Haskell (except the obvious one "learn to use it"). The language is really sweet and it's growing on me more and more.
True. Here is a sensible prioritized list of Haskell resources
https://github.com/bitemyapp/learnhaskellBut nothing beats jumping headfirst into an alien codebase, obviously.
So, there are at least two examples how to use the engine, but is there a tutorial or something somewhere? Or other games written with the same engine?
No tutorial and moreover the engine changes all the time (though the API
should be more stable after 0.2.14 was released yesterday). AFAICT, you are the first
brave (or mad) enough soul to use it and to announce the foolhardy attempt beforehand.
BTW, congratulations on choosing the cleaner, but harder, way of using
the engine, namely by keeping your game content in a separate Haskell package
from the start. I've modified the game docs to address that such noble
and audacious possibility even exists:
https://github.com/LambdaHack/LambdaHack/commit/d3d31fcb3fbf0d2110905ab534ab8797b3ae6f5b?short_path=04c6e90#diff-04c6e90faac2675aa89e2176d2eec7d8Here's a screen shot just a moment before quine manages to kill the captain and the game ends.
Heh, YASD. Nice.
I see your dungeon has Hack/Nethack style visuals. For comparison
here is the Moria/Angband style (particularly the last screenshot)
that Allure of the Stars uses:
http://www.roguebasin.com/index.php?title=Allure_of_the_StarsThe engine supports having multiple units under command of the player. So far it looks to me that only one of them is moving at any given time, while others just stand still.
Yep. By default humans move one by one, and only melee simultaneously.
You can switch among the actors you control with Tab and Shift-Tab.
And if you really want to move a group together in formation,
you can select them with '=' or '_' and then run (Shift-direction).
Note however that they move one by one and each individual move takes a turn.
I have been wondering if there exists a way to make them move autonomously and follow the player and fight when given a chance.
By default monsters (aliens, robots, animals) do that. There's nothing stopping you
from adjusting your human faction to move like that or creating yet another
faction with this behaviour. Just tweak this line (from the 0.2.14 codebase)
to assign 'allSkills' to a non-leader actor:
https://github.com/LambdaHack/LambdaHack/blob/7e0776face9d4f0fbe8743b75da6067d3c7deb80/GameDefinition/Content/FactionKind.hs#L27Or you can set 'meleeAndRanged' and then the heroes will remain immobile,
but will be able to reaction-shoot (or rather reaction-throw) all the time.
Have fun creating your world and eventually hacking the reality engine itself!