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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Epoch Status Report

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So after many moons of procrastination and generally being ridiculously busy with Other Stuff?, I'm back in business with the Epoch Programming Language Project.

While I was away, I completely forgot that I had basically started a rewrite of the entire compiler toolchain to handle some of the nifty meta-syntactic concepts that I wanted to implement. This means that I dropped into the code base this afternoon and found myself in utterly alien territory. I mean, I can recognize that it's my code, but it seems about as familiar as if it had been written by Abraham Lincoln. (He was a hell of a Lisp hacker, don't you know.)

Now, I couldn't just leave myself with a working alien code base... no, I had to introduce a healthy dose of bit-rot and let things totally decay in the past several months. So the code doesn't even run, although thankfully it does compile and does compile Epoch programs correctly. There's just some weirdness with static string constants to get sorted out, and it should be good to go.

My plan at this point is to continue with the rewrite until I get things back up to par in terms of functionality, then re-evaluate the project's status and goals afresh and see where exactly I want to go with this beast. I've had the benefit of quite a bit of away time to purge my mind of preconceptions, so this is a great opportunity to step back and see what exactly makes the most sense for the project as a whole. (Translation: I forgot what the hell I was doing so I'm going to make stuff up as I go. Whee!)

Stay tuned for more saucy, juicy, not-too-chewy updates.

Update 1600 Hrs
String pooling issue fixed, and now the test program runs and even outputs the right results! Yayy!

Now I'm going to commit all this mess to the main Google Code repo and then see what needs to be done to get functionality back up to where it ought to be.

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Glad to hear you're back at Epoch.

I know the feeling very well, I was doing something similar myself about a month or more ago, dropping myself back into a semi-Lisp interpreter that I had been tacking on features to. I was in the middle of an involved refactoring of how programs were compiled and... well let's just say I had refactored a working compiler into a non-working one [grin]

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Indeed! I loaded up Tangent v3 today and spent a good 15 minutes wondering where the hell I'd left off. I did though at least have some basic unit tests written in the sandbox so it's pretty easy to poke at what things worked (and what stuff didn't by virtue of lacking sandbox tests).

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