ROOM GENERATION, REMOVAL, and RECOVERY in UDK 3.5 Scott Ohnsonj Clemson University, [email protected]
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Music-Based Procedural Content Generation for Games
FACULDADE DE ENGENHARIA DA UNIVERSIDADE DO PORTO Music-Based Procedural Content Generation for Games Pedro Maria Resende Vieira de Castro Mestrado Integrado em Engenharia Informática e Computação Supervisor: Pedro Gonçalo Ferreira Alves Nogueira July 30, 2017 Music-Based Procedural Content Generation for Games Pedro Maria Resende Vieira de Castro Mestrado Integrado em Engenharia Informática e Computação Approved in oral examination by the committee: Chair: Jorge Manuel Gomes Barbosa External Examiner: Luís Filipe Guimarães Teófilo Supervisor: Pedro Gonçalo Ferreira Alves Nogueira July 30, 2017 Abstract Procedural content generation (PCG) has been used to create content for video games since 1980’s. It allows an easier creation of levels and other game content while providing the player with a more refreshing and less boring game-play due to the constant game level variety. Although the process of PCG is said to be automatic, it is usually used with an interface where the level designer has to choose and define the creation parameters for each kind of level desired. The purpose of this thesis is to create a new paradigm, where the whole level is created using the existing designed game content and parameters without the need of anyone’s intervention. The whole choice of the parameters and settings used would be defined by music. We can extract various kind of information from any piece of music, for which different Mu- sical Information Retrieval (MIR) tools can be used. And then using this information we can map them in various different ways to select our parameters, creating in this way a paradigm where the focus is changed from a low-level parameters input method, to a higher one where these are altered and interpreted from a music track, which in turn would result in different kinds of levels and game-play by simply using a new piece of music. -
Examensarbete on the Development of an Educational Math
Fakulteten för teknik och samhälle Datavetenskap Examensarbete 15 högskolepoäng, grundnivå On the development of an educational math game En studie i skapandet av ett lärandespel i matematik Sebastian Hovenberg Ehab Okal Examen: Kandidatexamen 180hp Handledare: Mia Persson Huvudområde: Datavetenskap Andrabedömare: Gion Koch Svedberg Program: Spelutveckling Datum för slutseminarium: 2016-04-14 Abstract There are many different ways to implement learning activities in the modern educational system as seen in schools nowadays. But in an era rapidly being digitized, the educational system has possibly not really managed to catch up or succeed in implementing these digitalization’s in a meaningful and effective way. This inability to digitize has been growing more prevalent by each passing year with droppings in mathematical performance, as shown in the latest result for the tests carried out by PISA [1]. Out of this enlightenment, the Swedish government set out funding research projects in order to understand and examine the reasons behind this drop. But this study will not focus on the PISA result. In this study, we investigate whether educational games could be an answer to negate or halt these dropping in performance. In particular, the main aim of this study is to design and implement an educational game centered on solving mathematical problems in a new way not often seen in educational games, by implementing design choices mostly seen in highly developed video games. The results of this study show that there is some evidence that confirms that more highly developed games could be an excellent way of learning and possibly also the next evolution in the educational system seen in schools. -
Creating Disorientation, Fugue, And
OCCLUSION: CREATING DISORIENTATION, FUGUE, AND APOPHENIA IN AN ART GAME by Klew Williams A Thesis Submitted to the Faculty of the WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Master of Science in Interactive Media and Game Development __________________________________________________________ April 27th, 2017 APPROVED: ____________________________________ Brian Moriarty, Thesis Advisor _____________________________________ Dean O’Donnell, Committee _____________________________________ Ralph Sutter, Committee i Abstract Occlusion is a procedurally randomized interactive art experience which uses the motifs of repetition, isolation, incongruity and mutability to develop an experience of a Folie à Deux: a madness shared by two. It draws from traditional video game forms, development methods, and tools to situate itself in context with games as well as other forms of interactive digital media. In this way, Occlusion approaches the making of game-like media from the art criticism perspective of Materiality, and the written work accompanying the prototype discusses critical aesthetic concerns for Occlusion both as an art experience borrowing from games and as a text that can be academically understood in relation to other practices of media making. In addition to the produced software artifact and written analysis, this thesis includes primary research in the form of four interviews with artists, authors, game makers and game critics concerning Materiality and dissociative themes in game-like media. The written work first introduces Occlusion in context with other approaches to procedural remixing, Glitch Art, net.art, and analogue and digital collage and décollage, with special attention to recontextualization and apophenia. The experience, visual, and audio design approach of Occlusion is reviewed through a discussion of explicit design choices which define generative space. -
Analysis and Development of a Game of the Genre Roguelike
UNIVERSIDADE FEDERAL DO RIO GRANDE DO SUL INSTITUTO DE INFORMÁTICA CURSO DE CIÊNCIA DA COMPUTAÇÃO CIRO GONÇALVES PLÁ DA SILVA Analysis and Development of a Game of the Roguelike Genre Final Report presented in partial fulfillment of the requirements for the degree of Bachelor of Computer Science. Advisor: Prof. Dr. Raul Fernando Weber Porto Alegre 2015 UNIVERSIDADE FEDERAL DO RIO GRANDE DO SUL Reitor: Prof. Carlos Alexandre Netto Vice-Reitor: Prof. Rui Vicente Oppermann Pró-Reitor de Graduação: Prof. Sérgio Roberto Kieling Franco Diretor do Instituto de Informática: Prof. Luís da Cunha Lamb Coordenador do Curso de Ciência da Computação: Prof. Raul Fernando Weber Bibliotecária-Chefe do Instituto de Informática: Beatriz Regina Bastos Haro ACKNOWLEDGEMENTS First, I would like to thank my advisor Raul Fernando Weber for his support and crucial pieces of advisement. Also, I'm grateful for the words of encouragement by my friends, usually in the form of jokes about my seemingly endless graduation process. I'm also thankful for my brother Michel and my sister Ana, which, despite not being physically present all the time, were sources of inspiration and examples of hard work. Finally, and most importantly, I would like to thank my parents, Isabel and Roberto, for their unending support. Without their constant encouragement and guidance, this work wouldn't have been remotely possible. ABSTRACT Games are primarily a source of entertainment, but also a substrate for developing, testing and proving theories. When video games started to popularize, more ambitious projects demanded and pushed forward the development of sophisticated algorithmic techniques to handle real-time graphics, persistent large-scale virtual worlds and intelligent non-player characters. -
FULLTEXT01.Pdf
Abstract Procedural Content Generation means the algorithmic creation of game content with limited or indirect user input. This technique is currently widespread in the game industry. However, its effects when applied to elements that do not engage directly with the player, also known as Game Bits, require more research. This paper focuses on how players experience a game when these Game Bits are procedurally generated, and how this alters their will to continue playing the game. By developing and using a 2D Roguelike game to perform a qualitative study with eight participants, this dissertation shows an indication that procedurally generating Game Bits does not alter how the players experience a game or their desire to replay it. Keywords: Procedural content generation, PCG, Game Bits, Game User Experience, Roguelike. Table of Contents 1. Introduction 1 2. Background 2 2.1 Procedural Content Generation 2 2.2 PCG Methods 3 2.3 Layers of Game Content 4 2.4 PCG in games 5 2.5 Roguelikes 6 2.6 User Experience (UX) and Game User Experience 7 2.7 Color and emotion 10 2.8 Related studies 10 3. Problem 12 3.1 Method 13 3.2 Ethical considerations 15 4. The game prototype 16 4.1 Core mechanics and User Interface 16 4.2 Environment 18 4.3 Enemies 19 4.4 Environmental objects 22 5. Results and analysis 23 5.1 Participants and their background 23 5.2 General impression of the game 24 5.3 Enjoyment 25 5.4 Frustration 27 5.5 Replayability 28 5.6 Environment and aesthetic value 30 5.7 Analysis 32 6. -
GAME DEVELOPER TOP 50 the Best Ideas Evolve
THE LEADING GAME INDUSTRY MAGAZINE VOL18 NO10 NOVEMBER 2011 INSIDE: THE GAME DEVELOPER TOP 50 The best ideas evolve. Great ideas don’t just happen. They evolve. Your own development teams think and work fast. Don’t miss a breakthrough. Version everything with Perforce. Software and firmware. Digital assets and games. Websites and documents. More than 5,000 organizations and 350,000 users trust Perforce SCM to version work enterprise-wide. Try it now. Download the free 2-user, non-expiring Perforce Server from perforce.com Or request an evaluation license for any number of users. Perforce Video Game Game Developer page ad.indd 1 06/07/2011 19:14 DEPARTMENTS CONTENTS.1111 VOLUME 18 NUMBER 10 2 GAME PLAN By Brandon Sheffield [EDITORIAL] Journalistic Rage 4 HEADS UP DISPLAY [NEWS] Indiecade illustrated, GDC Online Award winners, and new Atari 2600 game found. 26 TOOL BOX By Jeremy Putnam [REVIEW] Autodesk Maya 2012 POSTMORTEM 29 THE BUSINESS By Dave Voyles [BUSINESS] Promoting Indies 20 CRIMSON ALLIANCE 35 PIXEL PUSHER By Steve Theodore [ART] CRIMSON ALLIANCE is one of the first games on XBLA to use Gamma Drive Me Crazy! microtransactions. It also went for a different angle on the action RPG, by emphasizing action much more than role playing or stats 38 THE INNER PRODUCT By Andy Firth [PROGRAMMING] building. It turned out that one of the most important variables to Lighter Than Air fans enjoying both of these was the messaging—which developer 40 DESIGN OF THE TIMES By Damion Schubert [DESIGN] Certain Affinity feels could have been gone much better. -
Architectonics of Game Spaces
Andri Gerber, Ulrich Götz (eds.) Architectonics of Game Spaces Architecture | Volume 50 Andri Gerber (PhD), born in 1974, is Professor for the History of Urban Design at the ZHAW in Winterthur. He is an expert of metaphors in the context of ar- chitecture and urban design. His research interests turn around the concept of space, from a phenomenological, a political and more recently from a cognitive perspective. Ulrich Götz, born in 1971, is Professor at the ZHdK Zurich University of the Arts, heading the ZHdK Subject Area in Game Design. Trained as an architect, he discusses comparable strategies of spatial design in architecture and game spaces. He has built up extensive experience in research and development of serious and applied games. His university teaching focuses on the analysis and design of game mechanics, game concepts, motivation design, and spatial de- sign in virtual environments. Andri Gerber, Ulrich Götz (eds.) Architectonics of Game Spaces The Spatial Logic of the Virtual and Its Meaning for the Real An electronic version of this book is freely available, thanks to the support of libraries working with Knowledge Unlatched. KU is a collaborative initiative de- signed to make high quality books Open Access for the public good. The Open Access ISBN for this book is 978-3-8394-4802-1. More information about the initiative and links to the Open Access version can be found at www.knowledgeunlatched.org. Bibliographic information published by the Deutsche Nationalbibliothek The Deutsche Nationalbibliothek lists this publication in the Deutsche Na- tionalbibliografie; detailed bibliographic data are available in the Internet at http://dnb.d-nb.de This work is licensed under the Creative Commons Attribution-NonCommercial-No- Derivatives 4.0 (BY-NC-ND) which means that the text may be used for non-commercial purposes, provided credit is given to the author. -
Antichamber: a Strange World
Antichamber: A strange world Hendrik Möller Munich, Bavaria [email protected] ABSTRACT Combined with simplistic graphics, easy controls and very UPDATED—February 5, 2018. This paper introduces and good game design, it received over 25 awards and honors describes the world of ’Antichamber’, a video game relea- throughout its 7 years of development time. [11] sed in 2013. [11] It gives a full analysis on how the world is displayed, built and developed. What does the world con- sist of, how does it work and in which way other areas like background sounds of the game emphasizes the game world. There is insight given to the developer, how he got the ideas and his approach of creating the game. The world is compared to drawings from M.C. Escher and concluded with a subjective opinion on how the world feels like for the player and what game developers can learn from this game. All this is written without any major spoilers. After reading Figure 1. The logo of Antichamber this paper, you still are able to enjoy the game. As the game has not really a story and the puzzles being the Author Keywords plot, the creator himself suggests avoiding walkthroughs and Videogame; Antichamber; Game World; Alexander Bruce; spoilers. This paper will not ruin the game for you. Non-Euclidiean; M.C. Escher PC Gamer stated: “It’s deceptively simple, but delights in turning your perception of the world against you. That’s a INTRODUCTION brilliant concept, and one its great to see being explored in “Every Journey is a series of Choices. -
Puzzle Spill Liste : Stem P㥠Dine Favoritter
Puzzle Spill Liste InkBall https://no.listvote.com/lists/games/inkball-1340777 gbrainy https://no.listvote.com/lists/games/gbrainy-307397 KAtomic https://no.listvote.com/lists/games/katomic-6325571 Bit Generations https://no.listvote.com/lists/games/bit-generations-3266978 Ribbon Hero 2 https://no.listvote.com/lists/games/ribbon-hero-2-7322259 Ribbon Hero https://no.listvote.com/lists/games/ribbon-hero-7322258 KidÅ Gekidan Haro Ichiza: Haro no Puyo https://no.listvote.com/lists/games/kid%C5%8D-gekidan-haro-ichiza%3A-haro- Puyo no-puyo-puyo-3196415 Rocky and Bullwinkle https://no.listvote.com/lists/games/rocky-and-bullwinkle-7356048 Perestroika https://no.listvote.com/lists/games/perestroika-1989723 Mr. Driller https://no.listvote.com/lists/games/mr.-driller-3276305 Clubhouse Games https://no.listvote.com/lists/games/clubhouse-games-233753 Action Force https://no.listvote.com/lists/games/action-force-4677096 Tower of Babel https://no.listvote.com/lists/games/tower-of-babel-2877818 Picross 2 https://no.listvote.com/lists/games/picross-2-3382548 Lights, Camera, Curses https://no.listvote.com/lists/games/lights%2C-camera%2C-curses-4042889 Hitori https://no.listvote.com/lists/games/hitori-971467 https://no.listvote.com/lists/games/dr.-seuss%27-fix-up-the-mix-up-puzzler- Dr. Seuss' Fix-Up the Mix-Up Puzzler 5304376 Dr. Mario: Miracle Cure https://no.listvote.com/lists/games/dr.-mario%3A-miracle-cure-20031702 Magical Tetris Challenge https://no.listvote.com/lists/games/magical-tetris-challenge-3043129 Puzzle Bobble 3 https://no.listvote.com/lists/games/puzzle-bobble-3-784447 -
The Living Dungeon: Space, Convention, and Reinvention in Dungeon Games
The Living Dungeon: Space, Convention, and Reinvention in Dungeon Games by Zachary Selman Palmer thesis submitted in partial fulfillment of the requirements for the degree of #aster of rts Department of Digital Humanities %niversity of lberta & Zachary Selman Palmer, 2019 Abstract cross digital and tabletop gaming, the ‘dungeon’ has been a generic setting with enduring popularity for decades. staple of games of medieval fantasy-themed adventure, the traditional dungeon is a subterranean labyrinth full of monsters, traps, and treasures into which brave or foolish adventurers face danger for glory or gold. This thesis recogni0es ‘the dungeon’ as it relates to game production and game culture as a peculiarly rich spatial concept. Through this work, I ans-er ans-ering not just “-hat is a dungeon?6 – but, more provocatively, “-hat could be a dungeon?6 or 4-hat does a dungeon do56 Ultimately, I argue the dungeon operates much like a genre, establishing a commonly-understood range of expectations for game creators and a comfortable range of expectations for game audiences and providing opportunities for subversion. I turn to game studies, implementation of genre as more than a taxonomic label, but a communication tool that provides a range of predictable expressions and experiences for creators and audiences that also creates the possibility for subversion. I argue that the dungeon convention provides much the same advantages of a genre to game creators and game audiences. s a dungeon is a convention of space and not a cultural work in itself, my understanding of genre is supplemented by an understanding of space as actively and culturally constructed through human action. -
Architectonics of Game Spaces. the Spatial Logic of the Virtual and Its Meaning for the Real 2019
Repositorium für die Medienwissenschaft Andri Gerber, Ulrich Götz u.a. (Hg.) Architectonics of Game Spaces. The Spatial Logic of the Virtual and Its Meaning for the Real 2019 https://doi.org/10.25969/mediarep/13994 Veröffentlichungsversion / published version Buch / book Empfohlene Zitierung / Suggested Citation: Gerber, Andri; Götz, Ulrich (Hg.): Architectonics of Game Spaces. The Spatial Logic of the Virtual and Its Meaning for the Real. Bielefeld: transcript 2019. DOI: https://doi.org/10.25969/mediarep/13994. Erstmalig hier erschienen / Initial publication here: https://doi.org/10.14361/9783839448021 Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Creative Commons - This document is made available under a creative commons - Namensnennung - Nicht kommerziell - Keine Bearbeitungen 4.0/ Attribution - Non Commercial - No Derivatives 4.0/ License. For Lizenz zur Verfügung gestellt. Nähere Auskünfte zu dieser Lizenz more information see: finden Sie hier: https://creativecommons.org/licenses/by-nc-nd/4.0/ https://creativecommons.org/licenses/by-nc-nd/4.0/ Andri Gerber, Ulrich Götz (eds.) Architectonics of Game Spaces Architecture | Volume 50 Andri Gerber (PhD), born in 1974, is Professor for the History of Urban Design at the ZHAW in Winterthur. He is an expert of metaphors in the context of ar- chitecture and urban design. His research interests turn around the concept of space, from a phenomenological, a political and more recently from a cognitive perspective. Ulrich Götz, born in 1971, is Professor at the ZHdK Zurich University of the Arts, heading the ZHdK Subject Area in Game Design. Trained as an architect, he discusses comparable strategies of spatial design in architecture and game spaces. -
Emerging Genres of Online Technical Communciation Luke Anthony Thominet Wayne State University
Wayne State University Wayne State University Dissertations 1-1-2016 Emerging Genres Of Online Technical Communciation Luke Anthony Thominet Wayne State University, Follow this and additional works at: http://digitalcommons.wayne.edu/oa_dissertations Part of the Other Communication Commons, and the Rhetoric Commons Recommended Citation Thominet, Luke Anthony, "Emerging Genres Of Online Technical Communciation" (2016). Wayne State University Dissertations. Paper 1597. This Open Access Dissertation is brought to you for free and open access by DigitalCommons@WayneState. It has been accepted for inclusion in Wayne State University Dissertations by an authorized administrator of DigitalCommons@WayneState. EMERGING GENRES OF ONLINE TECHNICAL COMMUNICATION by LUKE THOMINET DISSERTATION Submitted to the Graduate School of Wayne State University Detroit, Michigan in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY 2016 MAJOR: ENGLISH (Rhetoric and Composition) Approved By: _____________________________________ Advisor Date _____________________________________ Date _____________________________________ Date _____________________________________ Date DEDICATION I would be nowhere without my family, so I dedicate this work to them. To my father with his sage rock advice. To my brother who is as loyal a friend as any might hope for. To my mother whose patience (and willingness to be an extra set of eyes for my scholarship) never ceases to amaze me. To Allison, who supports me when I need it most. And finally, also to Goob. You are missed. Thank you all for so much support and love over the years. ii ACKNOWLEDGEMENTS I especially want to thank my director, Jeff Pruchnic, for all the long meetings and for helping me make it through when I started to question my project.