Here's my final submission for FLGC09. The game, Thopter, is a scrolling
shooter inspired by the likes of Raptor: Call of the Shadows and other old
games. Thopter is implemented in Common Lisp, using lispbuilder and
cl-opengl for graphics, usocket and cl-store for sockets and serialization,
and a handful of other CL utilties. The game engine used to build Thopter is
freely available under the MIT license (see project page below).
The controls are arrow keys to move, spacebar to shoot, and either left-ctrl
or left-alt to fire a seeking missile. Three upgrades in the game restore
health, increase the firepower of the gun, and provide missile ammo.
Currently the game supports single player and two-player coop over LAN. To
start a network game, open a terminal and run
./main --server=W.X.Y.Z --port=12345
and on the other machine
./main --connect=W.X.Y.Z --port=12345
where W.X.Y.Z is the IP address of the host machine and 12345 is some port
of your choice.
Here is the final video of the game:
http://www.youtube.com/watch?v=5MDqC6XG-Ag
Source and downloads (currently only Mac, but Windows and Linux coming soon)
are available from the project page:
http://code.google.com/p/blackthorn-engine/
Enjoy :-)
--
Elliott Slaughter
"Don't worry about what anybody else is going to do. The best way to predict
the future is to invent it." - Alan Kay
Hi everyone,
I intend to start my competition entry on Monday. The game idea is a
scrolling shooter game reminiscent of Raptor [1], an old DOS game.
The game is be implemented in Common Lisp, based on my Blackthorn game
engine [2]. Blackthorn itself uses Lispbuilder and CL-OpenGL for graphics.
The engine is currently pre-alpha quality, but should be sufficient for a
basic game. At any rate, if I spend some time fixing engine rather than game
related issues, I believe the time will be well spent.
The game is intended to run on Windows, Mac OS X, and Linux. (Basically, any
PC platform that supports SDL.) I am also interested in getting the game to
run on some sort of a mobile platform, but suspect I won't have time to look
into that in only a week. Currently my best lead is ECL on the iPhone, but I
haven't gotten the last known working build to compile on my system yet.
I look forward to sending out further updates as development progresses.
[1] http://en.wikipedia.org/wiki/Raptor:_Call_of_the_Shadows
[2] http://code.google.com/p/blackthorn-engine/
--
Elliott Slaughter
"Don't worry about what anybody else is going to do. The best way to predict
the future is to invent it." - Alan Kay
I just noticed this mailinglist in #lispgames' topic, so I ran to the
sign-up form.
So a minor introduction: I'm a 35-year old guy from a nice little town
called Delft in The Netherlands. It's in-between Rotterdam and The
Hague. I've got a girlfriend, a 3-year old kid and a second one
scheduled for the 30th of December. I've also got a full-time job
maintaining some legacy software (rather that than Java) in The Hague.
All that combined leaves little time for Lisp hacking so if you're
wondering why my projects progress so slowly (or why I take a long time
to reply to an e-mail): here's why :-)
CL and games have always seemed a good combination to me and I started
with cl-sdl in 2001[1]. Although after Matthew Danish took over I think
they switched to some Finnish guy's code. AFAIK it is not maintained
anymore and you're better off with Lispbuilder-SDL. (This is in reply
to an earlier message I saw in this list's archives.)
Currently my main project is Okra[2] which are CL bindings to the
Ogre[3] 3D engine (which is just a rendering engine, not a game
engine!). Ogre has been getting popular lately and there are several
commercial games released using it, off the top of my head: Torchlight,
Zombie Driver and Sacraboar.
While you'll often see me ask questions about Windows on #lisp or
complaining about it on my blog, I actually hate the OS with a passion
and my main development environment is and always has been Unix.
That's about it.
[1] http://groups.google.com/group/comp.lang.lisp/browse_thread/thread/23202754…
[2] http://common-lisp.net/project/okra/
[3] http://www.ogre3d.org/
I didn't achieve as much as I'd like within the 7-day time limit, but here
is my entry. It's called XIOBREAK, and like some of the other entries I've
heard about, it's a Breakout clone. My spin on the genre involves changing
colors and sounds. When blocks break, small particles of light and sound are
randomly triggered to create changing "synaesthesia bursts" sort of like in
the Sega game Rez. The animations and music also change depending on one of
three distinct visual themes: "plasma", "psi", and "chi". The chi theme
features a vocal sample of my friend Ari Charbonneau, processed and
re-triggered to create a chorus of distant voices. A decent PC is
recommended. There is a bug that prevents you from winning, so if you break
all the blocks (or get bored with the theme) press escape and the
colors/theme will be changed.
Keyboard and joystick control are provided. If you use a joystick, just mash
around till you figure it out, otherwise follow the onscreen keyboard
instructions.
After the compo is over I'd like to add things to XIOBREAK and fix its many
bugs, but I'll leave it untouched in its 7-day state for now, so that others
can complete their entries.
Libraries used:
LISPBUILDER-SDL
XE2 Game Engine http://dto.github.com/notebook/xe2-reference.html
Applications used:
GNU Emacs
Audacity
Milkytracker
Hexter
Binaries for Linux are at http://github.com/dto/xe2/downloads
Building from scratch instructions:
http://github.com/dto/xe2/blob/master/INSTALL
Windows and Mac binaries coming soon.
I've almost finished my 7-day compo entry XIOBREAK, a simple breakout clone
with a few twists of my own.
Anyone else working on something?
You may not think you have time, but you can copy and tweak the RLX example
game if you want to experiment with something quickly... see
http://dto.github.com/notebook/xe2-reference.html