An attempt at reducing creative friction between the artist and the artwork.
NOTE: you may need to put (setf swank:*communication-style* :fd-handler)
in
your ~/.swank.lisp to allow the Lisp process to interact with SLIME while the
game loop is running.
Put the lgame directory somewhere quicklisp can find it. Then,
(ql:quickload :lgame)
Alternatively, load it using ASDF or just manually from a REPL.
After that, get in the package,
(in-package :lgame)
Now you're ready to roll! Just run,
(run-game)
Check the bottom of test.lisp to see how the oscillator and rotator systems are
defined. You can interact with the game in real-time using the REPL. For
example, (run-game)
then (test-basic)
. Then (setf (rate (=oscillator= *player*)) 3)
while the game is running.