darcs 2: darcs get –lazy http://www.downstairspeople.org/darcs/roguestar
After much delay, I’m happy to announce Roguestar 0.2.
Roguestar is a science fiction themed roguelike (turn-based,
chessboard-tiled, role playing) game written in Haskell. Roguestar uses
OpenGL for graphics. This is still a very early release and several
important things don’t work.
This initial release allows you to play one of six alien races. You begin
the game stranded on an alien planet, fighting off an endless hoard of
RSAGL, the RogueStar Animation and Graphics Library, includes a
domain-specific monad for 3D modelling of arbitrary parametric surfaces,
as well as an animation monad and arrow, which is more or less like YAMPA
as a stack of arrow transformers. RSAGL was specifically designed for
roguestar, but every effort has been made (including the license) to make
it accessable to other projects that might benefit from it. Performance
is an issue, but there is a lot of low-hanging fruit in this area.
Roguestar is released under the Affero General Public License version 3.
However, RSAGL uses a permissive license.
I would be absolutely thrilled to receive any feedback anyone may have on
the design and aesthetics of the game, especially in the form of source
This is a reptilian standing among some trees. The trees need work.
But, this is the last feature for what is going to be the 0.2 release. There is nothing, coding wise, left to do, only documentation.
Here’s a Caduceator:
These squishy aliens descended from swamp-dwelling parasites, and have squishy little suction cup hands. Despite this, they are quite friendly.
Only one reptilian race left, and a tree.
This highly evolved Ascendant has no need for a physical body.
I have two species left. Three if you count trees.
Donald Knuth says: If people do discover nice ways to use the newfangled multithreaded machines, I would expect the discovery to come from people who routinely use literate programming.
This is called Haskell.
Here’s the next creature, an Androsynth. The head is ok, the body and limbs need work, but I’ll tolerate them as they are for now.
Androsynths were created to house the disembodied minds of the Ascendents (next), before they evolved beyond the need for any physical form.
Based on this guy, who I did four or five years ago:
I’ve finished — baring bugs — all of the game logic for 0.0.2. I still have some modeling and documentation to finish. There is some work that I’m rather pleased with, including a Perception monad that restricts code to one creature’s point of view, and a Location ADT that uses typewitnesses and polymorphism to strip away a lot of special-casing.
Oh, right, screenshots. This is an encephalon being menaced by two recreants. Recreants are obsolete robots left behind from long-forgotten wars. Recreants are dangerous, but not formidable.
Next screenshot: Androsynths.