Lua in Clockwork Empires

General discussion about LÖVE, Lua, game development, puns, and unicorns.
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kikito
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Lua in Clockwork Empires

Post by kikito »

The guys of Gaslamp Games (creators of Dungeons of Dredmor) have been busy making a new game, called Clockwork Empires. And they've been very proactive blogging about it.

Besides having a totally cool game concept (Slightly simplified Dwarf Fortress with a UI from this century, a Steampunk setting, and a dash of humor) it has transpired that they are using Lua for their scripting now, and they just wrote a blog post explaining their interactions with Lua in a bit more detail.

That post in particular is relevant to the programming side of the project, but I find all their posts very interesting. I particularly enjoyed the one about logistics.

Sorry about the link rain. What can I say? I'm a fan of these guys.
When I write def I mean function.
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Inny
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Re: Lua in Clockwork Empires

Post by Inny »

For those of you familiar with early game creation toolkits, this is the same programming idea as the languages exposed in Tim Sweeney’s ZZT game, and later on in Greg Jansen’s Megazeux.
Awesome. My alma maters got a shout out.
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