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LAIR!

LAIR! is a rogue-like dungeon crawling game that draws it's influences primarily from the classic 2D Legend of Zelda games(Gameplay), Teleglitch: Die More Edition(Aesthetically), Borderlands(Mechanically), and MMORPG's. It's been something I've been developing for a long time, and I'll probably never consider it truly done, but it's about time I start documenting how to actually play it now that I'm going to have a version in a week or four. Also it's capitalized for now because it used to be an abbreviation. That might change because it's not anymore.

Installation

Debian/Ubuntu:

Now it's possible to build a .deb package and if you want, install it automatically. To build the .deb package(but not install), do

    make deb-pkg

and then do

    sudo dpkg -i ../lair*.deb

Other Linux:

It's just a makefile now, just running "make" in the working directory will build the executable in the ./bin/ directory. After that, running "sudo make install" will install the executable and the configuration files, or if you'd prefer not to install that way, you can specify the paths to the configuration files via the command-line flags for now:

    ----------------------------
         -i : display this info
         -l : log to files instead of stdout
         -p : path to the image file listing
         -s : path to the sound file listing
         -f : path to the fonts file listing
         -c : path to map generation script
         -e : path to character generation script
         -a : path to ai library script
         -v : log output verbosity
         -w : screen width
         -h : screen height

which are in the art repository, which you can install with make; sudo make install.

Windows:

Very untested, like literally zero testing at all, but technically it has been successfully cross-compiled for Windows 32 and 64 bit using M Cross Environment. For now, test at your own risk.

OSX, iOS, and Android coming soon.

Configuration(You probably don't need to read this unless you want to mod)

Static Configuration

Static Configuration done with plain text files and a shell-script based launcher for the actual binary /usr/bin/LAIR on Unix, or a Lua based config file on Windows. You can hypothetically use either launcher to combine multiple configuration files together and expand the content of the game. Examples forthcoming, but if you've ever used sources.list.d you know what I'm about.

As far as the actual configuration files go, it's pretty simple. Here's an example line.

    "Path to a file containing a resource"    "Name"    "List of tags"
    /usr/share/lair/wall_stone_bricked/wall_stone_bricked-4.png wall stone bricked default

The first part is obviously a path to a png file. Followed by a space, the first word following the path is the name of the file. The name is also the first tag that can be used to produce a random tile from a specific category with the game engine, or it can be used to retrieve a specific tile with the game engine. So the first tag, the name, should be unique for things you want to refer to specifically, and the remaining tags could be non-unique. For more example configuration files, see the art repository.

Dynamic(Lua) Configuration

Dynamic configuration is only enabled for the Maps at this time.

Dynamic Map configuration is done by using Lua to define what actions the game takes to generate effects in a particular set of circumstances. The maps inform the Lua virtual machine of what the state of the map is while the map is being generated, and this information can be used to control how the generation proceeds. They're fully functioning Lua scripts and can do everything Lua can do, but they are only run once when the game is initialized. The interface is a work in progress right now. Please see LUA.md as it changes.

How it works

The game considers every piece of content to be the same type of in-game object. They all have exactly the same attributes and all the same things can happen to each of them. The only difference between the player and the other entities is that the player's movement is controlled by a person and not by a scripted routine. Inside the entities, there are scripts that control what actions the entity takes depending on feedback from it's environment. That's mostly the unfinished part, that and networking, and I need to create some new/better template art, then it's going to be done. Yay.

God, I'm really trying to get a handle on planning all this stuff.

I've been making some unsatisfying version or other of this for so long that it's hard to keep ahold of what my goals are. Things I'm pretty sure I have left to do:

  1. Open-Worldify: Right now the whole starting world gets pre-generated. It takes way too long that way. Getting closer on this, but I've got something wierd going on with the lua threading stuff. Once that's ironed out I'll be back on the AI class.
  2. Implement AI class, which is similar to the move class but instead of doing actions on events it does actions based on the execution of Lua scripts
  3. Now the AI's can see but it's not clear what the best way to use their senses are. Basically the mob gets a table containing all the nearby mobs and blocked particles and you can use that to make decisions.
  4. Networked play support, with sub-tasks
  5. Game Server as Group Chat?
  6. This will become clearer as I do it, I think...
  7. Make More Art! digitalAndy is making this alot easier.
  8. Add a few features to digitalAndy: Triangles. Adjustable Sizes. Final images Trimmed to minimum rectangular sizes so I can eliminate the static hitboxes.
  9. Can work-around many shortcomings of digitalAndy with imageMagick. Maybe it should become part of a toolchain for procedural pixel art.
  10. Port digitalAndy to Android with a simple pixel-painting interface capable of outputting a configuration file for PC digitalAndy as well as a script. Do it to learn Android app development in Go.
  11. Low GUI Mode for running a game without a player, in order to behave like a server.