Live data from Hacker News

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

store.steampowered.com

51–60 of 133 posts

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

#52

Earlier quoted context omitted.

Common Lisp is pretty cool, and to my knowledge this is the first major game title using it that is actually released.

Maybe not common lisp, but look up crash bandicoot by naughty dog software for the playstation. That was an exclusive playstation title, probably the third biggest title in terms of sales on the playstation, and it was written in Lisp.

Yeah I know about GOAL and OpenGOAL and all that.

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

#53

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... Sh…

There's also https://github.com/Shinmera/talks/blob/master/gic2021-highly... which gives a broad overview for non-lispers.

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

#54
post #37

Hey, why does it matter if it's made in 'common lisp' ?

I'd say that to the end-user it doesn't matter (which is why it's not mentioned on the linked store page), but to the HN crowd it's interesting because lisp is a nifty hacker topic and seeing someone manage to write a game in it is pretty cool.

(It's probably more interesting than all the "X, a clone of Y but in Rust" posts, at least.)

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

#56
post #5

This looks amazing! I'm guessing you may have answered these questions before somewhere so please point me to the information if so. I'd like to know what development environment you use (Emacs, SBCL and Slime?), what packages you used to create the graphics for the game, and what the game is compiled to. Thanks.

I use Emacs, Slime, SBCL, yes. Since it uses SBCL, game code is compiled to native machine code for each supported platform and architecture. You can find more info on the dev process here: https://reader.tymoon.eu/article/413 And the source code for the engine, Trial, and the game, Kandria, are both on our GitHub under Shirakumo.

When you write a game for Steam or similar services, do you have to make a specific binary format or follow certain conventions? Or could you basically do anything, in any language, even if it ships with a VM? Could I write a game in Erlang, for example, as long as I have SDL bindings?

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

#59
post #48

Earlier quoted context omitted.

There's a lot of aspects that are extremely Lispy. The best example is our dialogue scripting language, Speechless: https://shirakumo.github.io/speechless You can run arbitrary lisp snippets to form conditions, branching, and effects in the game. This makes integration and extension very easy, and I don't have to constantly extend some special purpose scripting API to expose new bits. The heavy use of CLOS is another…

Very cool. Is any of this exposed at the user level in any way for modding/experimentation or is that just too unworkable in production? Also, curious if there was a toolchain reason for the lack of a Mac version or is it just too tiny of a market to bother?

Official modding support is coming as the second major post launch update.

Mac version isn't supported because I got tired of Apple constantly breaking things and making them way more difficult, while still having the worst documentation on the planet. I don't have it in me anymore to chase that.

But, if anyone else wants to fix things up, the engine and game are OSS.

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

#60

Earlier quoted context omitted.

I use Emacs, Slime, SBCL, yes. Since it uses SBCL, game code is compiled to native machine code for each supported platform and architecture. You can find more info on the dev process here: https://reader.tymoon.eu/article/413 And the source code for the engine, Trial, and the game, Kandria, are both on our GitHub under Shirakumo.

When you write a game for Steam or similar services, do you have to make a specific binary format or follow certain conventions? Or could you basically do anything, in any language, even if it ships with a VM? Could I write a game in Erlang, for example, as long as I have SDL bindings?

All that steam requires is a native executable to launch, and that you load their steamworks library and initialise it, which should be one or two FFI calls.
Post reply on HN