A university assignment where the goal was to study and recreate Street Fighter's mechanics in our own clone of the game.
There have been so many attempts to pioneer gamedev in Haskell, and yet still no commercial releases. In this post I hope to clear the air a little bit and encourage new developers to try Haskell.
Made during Summer 2018 as a part of an enterprise scheme to test not only our programming skills but our teamwork.
Alacrity was really successful, but I didn't like the fact that it wasn't cross platform. To test myself even further I wanted to try porting it to OpenGL.
Alacrity is a tile-based puzzle game where you have to collect pickups before time expires. We won an award for this game and got the opportunity to showcase our game next to Sumo Digital's 'Snake Pass'.