[Git][haskell-team/DHG_packages][master] Update package description and homepage for LambdaHack
Mikolaj Konarski
gitlab at salsa.debian.org
Fri Jun 8 00:32:31 BST 2018
Mikolaj Konarski pushed to branch master at Debian Haskell Group / DHG_packages
Commits:
90f2f3a6 by Mikolaj Konarski at 2018-06-08T01:32:04+02:00
Update package description and homepage for LambdaHack
- - - - -
1 changed file:
- p/haskell-lambdahack/debian/control
Changes:
=====================================
p/haskell-lambdahack/debian/control
=====================================
--- a/p/haskell-lambdahack/debian/control
+++ b/p/haskell-lambdahack/debian/control
@@ -67,29 +67,21 @@ Build-Depends-Indep: ghc-doc,
libghc-vector-binary-instances-doc,
libghc-zlib-doc,
Standards-Version: 4.1.4
-Homepage: https://lambdahack.github.io
+Homepage: https://github.com/LambdaHack/LambdaHack
Vcs-Browser: https://anonscm.debian.org/cgit/pkg-haskell/DHG_packages.git/tree/p/haskell-lambdahack
Vcs-Git: https://anonscm.debian.org/cgit/pkg-haskell/DHG_packages.git
-X-Description: game engine library for roguelike dungeon crawlers
- LambdaHack is a game engine library for roguelike games
- of arbitrary theme, size and complexity,
- packaged together with a small example dungeon crawler.
+X-Description: game engine library for tactical squad ASCII roguelike dungeon crawlers
+ LambdaHack is a Haskell game engine library for ASCII roguelike
+ games of arbitrary theme, size and complexity, with optional
+ tactical squad combat. It's packaged together with a sample
+ dungeon crawler in fantasy setting that can be tried out
+ as a native binary or in the browser at http://lambdahack.github.io.
.
- When completed, the engine will let you specify content
- to be procedurally generated, define the AI behaviour
- on top of the generic content-independent rules
- and compile a ready-to-play game binary, using either
- the supplied or a custom-made main loop.
- Several frontends are available (GTK+ is the default)
- and many other generic engine components are easily overridden,
- but the fundamental source of flexibility lies
- in the strict and type-safe separation of code from the content
- and of clients (human and AI-controlled) from the server.
Please see the changelog file for recent improvements
- and the issue tracker for short-term plans. Long term vision
- revolves around procedural content generation and includes
- in-game content creation, auto-balancing and persistent
- content modification based on player behaviour.
+ and the issue tracker for short-term plans. Long term goals
+ include multiplayer tactical squad combat, in-game content
+ creation, auto-balancing and persistent content modification
+ based on player behaviour. Contributions are welcome.
Package: libghc-lambdahack-dev
Architecture: any
View it on GitLab: https://salsa.debian.org/haskell-team/DHG_packages/commit/90f2f3a6d35868b0b90b88a70d83f33db790776b
--
View it on GitLab: https://salsa.debian.org/haskell-team/DHG_packages/commit/90f2f3a6d35868b0b90b88a70d83f33db790776b
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