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Old January 23, 2016, 15:26   #12
Bandobras
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Join Date: Apr 2007
Posts: 725
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Quote:
Originally Posted by Pete Mack View Post
Ya know, I was thinking Haskell would be a good language for roguelikes. Kudos!
It is. Light-weight but strictly checked types are great for modeling the dozens of kinds of interacting entities, where only some interactions make sense. It can even output Javascript --- there is a version on master branch that works in the browser. It's still quite slow and keybindings are problematic (only Chrome is known to work, but Firefox is passable with mouse or roguelike (vi) keys). But once I publish it, it should at least give people a way to quickly taste the gameplay. Also, it can be used on any platform that runs a browser (though some turns take looong on tiny machines).
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