Game Design and Lua Programming
Language: English
Published by Independently published, 2026
- Softcover
- New

Seller: PBShop.store US, Wood Dale, IL, U.S.A.PBShop.store US
AbeBooks seller since April 7, 2005
Condition: New
US$ 45.77
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Add to basketItem description from seller
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Seller Inventory # L0-9798175805476
- Title
- Game Design and Lua Programming
- Author
- Dan, Eluan
- Publisher
- Independently published
- Publication year
- 2026
- Condition
- New
- Binding
- PAP
- Language
- English
- ISBN 13
- 9798175805476
- Item weight
- 1,041 grams
What if the game you keep imagining is only a few hundred lines of code away?
Most people who dream of making games stall at the same place. They either learn a programming language in a vacuum and have no idea how to turn syntax into something fun, or they jump into a game engine, copy a tutorial, and end up with a project they cannot change, fix, or finish. Design books talk about mechanics without showing code. Coding books show code without explaining why any of it makes a game worth playing. You are left holding two halves that never quite fit together.
This book puts the two halves together.
Game Design & Lua Programming teaches you to think like a designer and build like a programmer at the same time. Lua is the ideal language for this: it is small, readable, and used by real studios, in Roblox, in LÖVE, and inside major commercial engines. You will learn it from the ground up, but every concept is introduced in service of a game you are actually building. By the final chapter, you will have designed, coded, polished, and packaged a complete 2D platformer, and you will understand every line of it.
Inside, you will:
- Master Lua fundamentals including tables, metatables, closures, and coroutines, explained in plain English with game-focused examples
- Build a real game loop with frame-independent movement, collision detection, sprite animation, and tilemap rendering
- Design mechanics that teach themselves using core loops, progressive difficulty, and rapid prototyping methods
- Create enemy AI with finite state machines, steering behaviors, and behavior trees
- Structure large projects with modules and event systems so your code stays manageable as your game grows
- Debug with confidence and finally understand what "attempt to index a nil value" is trying to tell you
Every chapter ends with key takeaways and hands-on exercises, so you are never just reading. You will tune movement until it feels right, balance difficulty with data, add screen shake and hit pause for satisfying feedback, and save player progress safely. Later chapters show you how the same skills transfer to Roblox Luau, Defold, and Lua embedded inside C and C++ engines, so you are learning a portable craft rather than a single tool.
Written in the voice of an experienced engineer and instructor rather than a reference manual, this guide assumes no prior programming experience and no prior design training. It moves at a steady pace, with real code, described diagrams, tables, workflows, troubleshooting sections, and industry best practices throughout. If you are a self-taught hobbyist, a student, a teacher, or an aspiring indie developer who has been waiting for the right starting point, this is it.
You do not need a team, a budget, or a computer science degree. You need a clear path, a language that gets out of your way, and a book that treats design and code as one discipline.
Stop imagining your game and start building it. Grab your copy and write your first level today.
"Synopsis" may belong to another edition of this title.
PBShop.store US
Wood Dale, IL, U.S.A.
AbeBooks seller since April 7, 2005
Shipping rates within U.S.A.
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