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Show HN: Kandria, an action RPG made in Common Lisp, is now out

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Re: Show HN: Kandria, an action RPG made in Common Lisp, is now out

#31
post #30

Congratulations to the entire team from Shirakumo Games! Developing and shipping a full-fledged video game requires a lot of hard work and dedication. And writing a custom game engine and tool chain at the same time is really a heroic feat. Hats off to everyone, especially to Shinmera!

Thanks!

Re: Show HN: Kandria, an action RPG made in Common Lisp, is now out

#33
I've been following this project for a long time and it's so exciting that it's finally been released! Anyone that likes Lisp and/or game development will find plenty of interesting things to study by looking through Shinmera's source code, videos, and articles. Here's a couple of papers that I like a lot:

Object Oriented Shader Composition Using CLOS https://raw.githubusercontent.com/Shinmera/talks/master/els2...

Shader Pipeline and Effect Encapsulation using CLOS https://raw.githubusercontent.com/Shinmera/talks/master/els2...

Re: Show HN: Kandria, an action RPG made in Common Lisp, is now out

#34
I've been tinkering with Emacs Lisp for a little bit. I notice some package authors use cl-* macros.. is it worth going in that direction?

...I just looked up where the macros are defined, this is fascinating:

> ;; This package was written by Dave Gillespie; it is a complete

> ;; rewrite of Cesar Quiroz's original cl.el package of December 1986.

Congrats to the Sandra team, sorry about the off topic.

Re: Show HN: Kandria, an action RPG made in Common Lisp, is now out

#36
post #7

I was originally a Kickstarter backer when the developer was advertising the game as intended to be open-sourced, but then open-source became a Kickstarter goal so I withdrew the backing.

The source code for the engine, Trial, and the game, Kandria, are both open and on our GitHub under Shirakumo.

That is great, now other developers have a chance to use Kandria as an example for their own projects!

Re: Show HN: Kandria, an action RPG made in Common Lisp, is now out

#38

Earlier quoted context omitted.

I had to do a little bit to avoid insane amounts of consing, but honestly not a lot. And the optimisations I just did after the fact, gradually. I use CLOS a lot for everything. The event system is literally just an array of handlers and a generic function called HANDLE that takes the event object and the handler object, for instance. The source code for the engine, Trial, and the game, Kandria, are both on our GitHu…

Nice! Thanks for sharing! Update Bought a copy, definitely my jam. Played on the steam deck, noticed that the first time I used an action (move, jump, attack) there was a noticeable pause/stutter but has been smooth as butter afterwards. PS: are you able to talk about the steam integration? I assume it's a C or C++ library of sorts and fairly straight-forward to extend; curious if you plan on releasing to another pla…

Hmmm. I might have to take another look at optimisation for the deck, then.

Sure. I use the cl-steamworks library I wrote. https://shinmera.github.io/cl-steamworks/ Their API frankly sucks and getting the integration going was a big pain. However, if all you want is the minimum, like achievos, you can omit all of that and just do a couple C calls.

The engine has abstracted support for achievements and such integrations, so it is possible to integrate with other platforms, too, should we ever release on GOG or EGS.

Re: Show HN: Kandria, an action RPG made in Common Lisp, is now out

#40
I was going to comment controls looked like the mega hit "Celeste" and then I found this comment on HN, from 6 months ago, by the dev of Kandria:

"I wanted to create something bigger, and had just finished playing through Celeste"

Ah that explains it! Congrats on shipping on Steam!

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