The idea is to host haskell implementations of popular console/arcade titles as a blog series. The end goal being to ignite interest in writing games with haskell and possibly hosting a haskell game jam at some point in the future. For launch it would be nice to have 3-4 games already written.
Getting this off the ground is going to take a long time as my (schell's) free time is pretty limited ATM, so don't worry if you feel like committing to this is too much. You can commit any amount of time and write your game slowly as I figure out the details. I'll help you integrate the game and edit the article as we go along - this is all pretty low key obviously.
Feel free to add a game request or your name (or both) to the table at the bottom.
The implementation of these launch games should be as simple as possible. The idea is to give people a spring board into haskell games. We'd also like to give people who don't write haskell an opportunity to read along, so the less intimidating the code, the better. I think if we can accomplish writing a number of smaller, simpler games we can introduce advanced topics in later posts.
It's perfectly acceptable to pick up someone else's (OSS) game on hackage and annotate it to fit the blog-like format. There's a gradius clone (hadius ?) that might be good for that.
game | who | status |
---|---|---|
asteroids | ||
billiards / lunar pool | kynan | todo |
pac-man | ||
pole position | ||
pong | schell | in progress |
spaceinvaders | ||
snake | schell | implemented |
zelda |
This means practices like complicated type-level programming, advanced FRP, massive monad stacks or novel effect libraries are out of scope.drop this clause. things aren't fundamentally complicated, and you'll be doing yourself a disservice if you're writing stilted code.