• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      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.
  • entries
  • comments
  • views

Every game needs a console...

Sign in to follow this  
Followers 0


Every game needs a console, and here is mine...


Never one for keeping things simple, I decided that I wanted to unify the console inputs and file configuration system by inventing a new language called XCS (extensible configuration script). I've built it all as a static lib as it isn't project specific.

Syntax-wise, everything is either an assignment or a command:a = 23;b = 10.0;c = "Hello World";d = false;echo 12 34
Anything not followed by an '=' is passed back to the host application as a command, along with its parameters. The host application can then implement the command however it chooses.

The host application can also easily query for the value of any assigned variable, which are returned in an Xcs::Variant type which can be converted to and from int, string, float, bool and list. The list is a std::vector of Xcs::Variants so you can create nested structures. Lists are defined in the script using braces:a = { 1 2 3 };b = { lists are { recursive as } well };
Any variable can be referenced in the script by prefixing its name with a '$' character:a = 39;echo $a;
Finally, comma is a string concatenation operator, so any values separated by a comma are turned into a single string before it is returned, although variable substitution still takes place:a = 100;b = "One hundred is ", $a, " in digit form";
As far as the host application is concerned, b contains "One hundred is 100 in digit form" here.

So this works well for a configuration file for the game, where you can define any variables. It also works as a command-line language for use in the console shown above. The semi-colon is optional if the statement is the last one in the input, so in the console where each line is a separate script, it is just like typing command line commands.

It also means we unify options set in configuration files and options then available from the console, which will be useful for development later on.

Anyway, that's today's post. Time between my posts seems to vary between hours and years smile.png

Sign in to follow this  
Followers 0


I was almost about to start putting in conditionals and functions, then I had to kick myself back to the game :)


Share this comment

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now