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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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Lua, Urho3D, Accidental Noise Library

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Made a small change to the build structure of the ANL today. Currently, I've been building the ANL as a set of libraries alongside a Framework exe that acts as a Lua interpreter. With a small change, I have added the ability to build ANL into a DLL that exports the root binding function of the library, so that instead of having to run the Framework exe you can just run the vanilla Lua interpreter (or any other interpreter environment) and import the ANL functionality from the DLL. Makes it a lot easier to use it in other Lua-based applications.

The chief reason for doing this finally is that Urho3D has been fleshing out their Lua scripting sub-system to make it a lot more useful to me; specifically, the addition of the LuaScriptInstance class is one of the things I've been waiting for, and one of the things that I've sort of paused development of Goblinson Crusoe until it was completed.

I used to love C++, but now I merely tolerate it when I have to use it. Urho3D is neat in that the AngelScript scripting system is pretty powerful; however, the Lua scripting system is much newer and, until recently, less fully-fleshed out. Since Lua is my preferred language, I've sort of stuck GC on hiatus and worked on some other miscellaneous programming (mostly work-related) while the Urho3D team worked on the Lua framework.

Urho3D is a component-based framework. You create a Node, then add to it Components such as AnimatedModel, Physics, etc... to implement behaviors. With the addition of LuaScriptInstance, you can now add a Component to a Node that provides scripting functionality to the component. You can write the actual behavior of the component in script, providing hooks in the form of event handlers. Thus you can, for example, write an AI controller as a script object. I would much rather write AI and game logic in a higher-level language like Lua than in C++, so this is a good thing and I plan on pulling GC out of storage now that it is done.

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