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      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.
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Icebone1000

I guet data description files..but I dont get how to define behaviors

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I just started using Lua (first script language), and Ive been reading a lot, and still dont get it, theres some darkness in there and it keeps getting darker.

My main objective with Lua is really ending up using it for defining all sort of behaviors : control mechanics ( how player jumps, how player attacks, how player moves, combos, etc.. ), ai agents behaviors, weapon behavior (I imagine something like worms game, defining what each weapon does on scripts), gui behaviors ( what happens when button is pressed )..etc. (is my Idea of script language usage wrong? I dont think so since all those Ideas I got from games that actually did it (Shanks, Half Life, Liero..))

I cant really visualize how to do even the simplest of the stuff, I get how to use it as data descriptors (like ini files, loading values only), but how to integrate it with your code making it work as external code("code asset")? When I start reading an article about how to do this, BANG, another lua oo library thrown at your face, I dont wanna another library, I want to know how to do it using the goddam lua library*! Since Lua only allows you to register static functions this gets really confuse..

[size=2]*(yeah I tried looking on the source of those libraries, not a chance of understanding it)[/size]

To illustrate my confusion:

Imagine an AI agent, the input is a map 20x20 with IDs(player, power ups, obstacles..) and current HP, the output is a movement to some tile, and an action:(shoot(requires direction), defend and use power up...

How to use lua to define this agent decision making code? The only stupid thing I can think is calling a lua function passing a zillion of parameters and returning a zillion of weird values that are actually keywords + value pairs that the c++ code understands ( i.e. passing an 20x20 array to the stack, the HP, and returning something like [A, 8, 4, B, up], 'A' being a keyword for movement, witch is followed by tile x and y, 'B' meaning shoot, followed by a direction..)

Resuming, I dont know how to modulate the architecture around Lua/c++ to do the stuff I wish to do. Edited by Icebone1000
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