LambdaHack is a Haskell1 game engine library for roguelike2 games of arbitrary theme, size and complexity, packaged together with a little sample dungeon crawler. Try out the browser version of the LambdaHack sample game at https://lambdahack.github.io! (It runs fastest on Chrome. Keyboard commands and savefiles are supported only on recent enough versions of browsers. Mouse should work everywhere.)
Please see the changelog file for recent improvements and the issue tracker for short-term plans. Long term vision revolves around procedural content generation and includes in-game content creation, auto-balancing and persistent content modification based on player behaviour. Contributions are welcome.
Other games known to use the LambdaHack library:
- Allure of the Stars6, a near-future Sci-Fi game
- Space Privateers8, an adventure game set in far future
Note: the engine and the example game are bundled together in a single
Hackage3 package released under the permissive
You are welcome to create your own games by forking and modifying
the single package, but please consider eventually splitting your changes
into a separate content-only package that depends on the upstream
engine library. This will help us exchange ideas and share improvements
to the common codebase. Alternatively, you can already start the development
in separation by cloning and rewriting Allure of the Stars10
and mix and merge with the example LambdaHack game rules at will.
Note that the LambdaHack sample game derives from the Hack/Nethack visual
and narrative tradition9, while Allure of the Stars uses the more free-form
Moria/Angband style (it also uses the
AGPL license, and
BSD3 + AGPL = AGPL,
so make sure you want to liberate your code and content to such an extent).
When creating a new game based on LambdaHack I've found it useful to place completely new content at the end of the content files to distinguish from merely modified original LambdaHack content and thus help merging with new releases. Removals of LambdaHack content merge reasonably well, so there are no special considerations. When modifying individual content items, it makes sense to keep their Haskell identifier names and change only in-game names and possibly frequency group names.
Installation of the sample game from binary archives
The game runs rather slowly in the browser (fastest on Chrome) and you are limited to only one font, though it's scalable. Keyboard input and saving game progress requires recent enough version of a browser (but mouse input is enough to play the game). Also, savefiles are prone to corruption on the browser, e.g., when it's closed while the game is still saving progress (which takes a long time). Hence, after trying out the game, you may prefer to use a native binary for your architecture, if it exists.
Pre-compiled game binaries for some platforms are available through the release page11 and from AppVeyor (Windows 32bit17 and Windows 64bit18; note that these no longer work on Windows XP, since Cygwin and MSYS2 dropped support for XP). To use a pre-compiled binary archive, unpack it and run the executable in the unpacked directory.
On Linux, make sure you have the SDL2 libraries suite installed on your system (e.g., libsdl2, libsdl2-ttf). For Windows, the SDL2 and all other needed libraries are already contained in the game's binary archive.
Screen and keyboard configuration
The game UI can be configured via a config file.
A file with the default settings, the same that is built into the binary,
is in GameDefinition/config.ui.default.
When the game is run for the first time, the file is copied to the default
user data folder, which is
~/.LambdaHack/ on Linux,
C:\Documents And Settings\user\Application Data\LambdaHack\
or something else altogether) on Windows, and in RMB menu, under
Inspect/Application/Local Storage when run inside the Chrome browser.
Screen font can be changed by editing the config file in the user data folder. For a small game window, the highly optimized bitmap fonts 16x16x.fon, 8x8x.fon and 8x8xb.fon are the best, but for larger window sizes or if you require international characters (e.g. to give custom names to player characters), a modern scalable font supplied with the game is the only option. The game window automatically scales according to the specified font size. Display on SDL2 and in the browser is superior to all the other frontends, due to custom square font and less intrusive ways of highlighting interesting squares.
If you don't have a numeric keypad, you can use mouse or laptop keys (uk8o79jl) for movement or you can enable the Vi keys (aka roguelike keys) in the config file. If numeric keypad doesn't work, toggling the Num Lock key sometimes helps. If running with the Shift key and keypad keys doesn't work, try Control key instead. The game is fully playable with mouse only, as well as with keyboard only, but the most efficient combination for some players is mouse for go-to, inspecting, and aiming at distant positions and keyboard for everything else.
If you are using a terminal frontend, numeric keypad may not work correctly depending on versions of the libraries, terminfo and terminal emulators. Toggling the Num Lock key may help. The curses frontend is not fully supported due to the limitations of the curses library. With the vty frontend started in an xterm, Control-keypad keys for running seem to work OK, but on rxvt they do not. The commands that require pressing Control and Shift together won't work either, but fortunately they are not crucial to gameplay.
Compilation of the library and sample game from source
If you want to compile native binaries from the source code, use Cabal (already a part of your OS distribution, or available within The Haskell Platform7), which also takes care of all the dependencies.
The latest official version of the LambdaHack library can be downloaded, compiled for SDL2 and installed automatically by Cabal from Hackage3 as follows
cabal update cabal install LambdaHack
For a newer snapshot, download the source code from github5 and run Cabal from the main directory
There is a built-in line terminal frontend, suitable for teletype terminals
or a keyboard and a printer (but it's going to use a lot of paper,
unless you disable animations with
--noAnim). To compile with
one of the less rudimentary terminal frontends (in which case you are
on your own regarding font choice and color setup and you won't have
the spiffy colorful squares around special positions, only crude highlights),
use Cabal flags, e.g,
cabal install -fvty
To compile with GTK2 (deprecated but still supported; beware that the font is not square and special position highlights are annoying), you need GTK libraries for your OS. On Windows follow the same steps as for Wine13. On OSX, if you encounter problems, you may want to compile the GTK libraries from sources14. Invoke Cabal as follows
cabal install -fgtk gtk2hs-buildtools .
Testing and debugging
contains many sample test commands.
Numerous tests that use the screensaver game modes (AI vs. AI)
and the teletype frontend are gathered in
Of these, travis runs
test-travis on each push to github.
Test commands with prefix
frontend start AI vs. AI games
with the standard, user-friendly frontend.
LambdaHack --help to see a brief description of all debug options.
--sniffOut are very useful (though verbose
and initially cryptic), for monitoring the traffic between clients
and the server. Some options in the config file may prove useful too,
though they mostly overlap with commandline options (and will be totally
merged at some point).
You can use HPC with the game as follows (details vary according to HPC version).
cabal clean cabal install --enable-coverage make test hpc report --hpcdir=dist/hpc/dyn/mix/LambdaHack --hpcdir=dist/hpc/dyn/mix/LambdaHack-xxx/ LambdaHack hpc markup --hpcdir=dist/hpc/dyn/mix/LambdaHack --hpcdir=dist/hpc/dyn/mix/LambdaHack-xxx/ LambdaHack
A quick manual playing session after the automated tests would be in order,
as well, since the tests don't touch the topmost UI layer.
Note that a debug option of the form
--stopAfter* is required to cleanly
terminate any automated test. This is needed to gather any HPC info,
because HPC requires a clean exit to save data files.