The Title Screen and Preamble Phase, the Tutorial Phase, and the Gameplay and End Phase

Total Page:16

File Type:pdf, Size:1020Kb

The Title Screen and Preamble Phase, the Tutorial Phase, and the Gameplay and End Phase ABSTRACT CARDONA-RIVERA, ROGELIO ENRIQUE. A Model of Interactive Narrative Affordances. (Under the direction of R. Michael Young and David L. Roberts). Interactive narratives are systems that mediate a player’sinteraction within a virtual environment through a narrative framing. They have become increasingly commonplace in educational, training, and entertainment contexts, but are non-trivial to design and develop. The field of artificial intelli- gence is poised to greatly impact the development of interactive narratives, due to the possibility of algorithmically generating game content. This content creation happens on the basis of a designer’s declarative specification and continues in response to a user’s interaction. Prior work in the area of procedural interactive narrative content generation has focused on algorithmically creating believable interactive narrative environments, without regard to how players will actually act within them. Because a player’sunderstanding of an unfolding story may be partial or incorrect, they may consistently act to advance a story that is incompatible with a designer’sintended narrative experience. Automated content generators therefore face the challenge of generating content that will prompt the player to act in a way intended by an interactive narrative designer, independent of the designer’s intervention. To address this automated design challenge effectively, I argue that content generators must reify the player’s cognition – specifically with regard to their intent – during the process of generation. A player’s intent could fluctuate during gameplay as a function of several factors in two broad categories: (a) structural features of the interactive narrative and (b) the player’s cognitive faculties. This dissertation introduces a model of interactive narrative affordances, which addresses the problem of anticipating the effect on the player’s cognitive faculties on the basis of structural features of the interactive narrative. Interactive narrative affordances are informally defined as opportunities for action that continue a player’s ongoing story experience. They are linked to a player’s anticipatory inferencing, which is a key concern within interactive narrative design practice. In this work, I propose to model the player’s perception of interactive narrative affordances on the basis of their comprehension and inference-making faculties, linked to an automated planning-based representation and automated plan recognition-based reasoning paradigm. The representation is itself useable for procedurally generating an interactive narrative. The model, which I call PERSONA, thus allows us to address the problem of understanding a generated artifact’s effect on the player in a principled manner; on the basis of the same representation used to generate it. In this dissertation I present the model’s theoretical grounding, knowledge representation, reasoning paradigm, and an evaluation in the context of an interactive narrative adventure game procedurally generated from the same inputs to the model. I found partial support for my thesis that an intelligent system can effectively reason about the generation of an interactive narrative and the effect that the generated narrative artifact will have on the cognitive states of human players on the basis of the same knowledge representation and reasoning framework. My analysis contextualizes the partial support in a manner that precludes treating the results as definitive. Instead, this work serves as the groundwork for a number of inter-related inquiries regarding the relationship between procedural content generators, cognition, design, and how those three ultimately can predictably shape gameplay. © Copyright 2019 by Rogelio Enrique Cardona-Rivera All Rights Reserved A Model of Interactive Narrative Affordances by Rogelio Enrique Cardona-Rivera A dissertation submitted to the Graduate Faculty of North Carolina State University in partial fulfillment of the requirements for the Degree of Doctor of Philosophy Computer Science Raleigh, North Carolina 2019 APPROVED BY: R. Michael Young David L. Roberts Co-chair of Advisory Committee Co-chair of Advisory Committee Gabriel Radvansky Robert St. Amant External Member Nicholas T. Taylor DEDICATION To my grandfather, Francisco Rivera Negrón, whom inculcated in me the desire to show up on time, speak honestly, and learn voraciously. Papa, I’m still working on showing up on time. ii BIOGRAPHY The author was born on December 27th, 1987 in San Juan, Puerto Rico, is the brother of Francisco Javier Cardona-Rivera and son of Dr. Rogelio José Cardona Cardona and Wanda Rivera Ortiz. Rogelio completed pre-undergraduate studies at the American Military Academy HS in Guaynabo, Puerto Rico in 2005. He then completed his undergraduate education at the University of Puerto Rico at Mayagüez, earning a Bachelor’s Degree in Computer Engineering with minors in Economics and Mathematics and under the mentorship of Drs. Nayda G. Santiago and J. Fernando Vega- Riveros; prior to graduating, he completed internships at Goldman Sachs in Manhattan, NY, USA in 2008 and the MIT Lincoln Laboratory in Lexington, MA, USA in 2009. Upon graduating in 2010, Rogelio earned the National GEM Consortium’s Ph.D. GEM Fellowship, completing an internship at Apple in Cupertino, CA, USA and subsequently enrolling in North Carolina State University’s Ph.D. Program in Computer Science. During his first year of graduate schooling, Rogelio married his now spouse Allison Grisell Martínez-Arocho, sister of Michael Antonio Martínez-Arocho and Melanie Elizabeth Martínez-Arocho and daughter of Jaime (Jimmy) Antonio Martínez Lozada and Grisell Arocho Arocho. At the end of his first year of graduate schooling, Rogelio earned the Department of Energy’s Computational Science Graduate Fellowship. Rogelio worked as a Visiting Scholar at Sandia National Laboratories in Albuquerque, NM, USA during the summer of 2013 and at the end of that same year earned his en-route Master’s Degree in Computer Science; during that Fall season, Rogelio and Alli adopted their cat, Ash Cardona-Martínez. Rogelio then worked as a Computational Narratologist at Disney Research in Pittsburgh, PA, USA in the first half of 2016. In 2017, prior to finishing his graduate education, Rogelio was recognized as a “New and Future Educator in AI” by the Association for the Advancement of Artificial Intelligence. That same year, Rogelio accepted a position at the University of Utah in Salt Lake City, UT, USA, where he founded his Laboratory for Quantitative Experience Design. In 2019, with the submission of the doc- ument you are currently reading, he completed the requirements of his Ph.D. in Computer Science. Rogelio E. Cardona-Rivera is currently an Assistant Professor within the School of Computing and the Entertainment Arts and Engineering Program at the University of Utah. He researches technologies to improve game design and development through artificial intelligence. Rogelio has published at diverse, high-impact venues in and around intelligent narrative technologies, and his work has been recognized with a Best Paper Award at the International Conference on Interactive Digital Storytelling (ICIDS) in 2012, a Best Student Paper on a Cognitive Science Topic at the Workshop on Computational Models of Narrative in 2012, and an Honorable Mention for Best Paper at the ACM Computer-Human Interaction Conference in 2016. iii ACKNOWLEDGEMENTS I consider myself incredibly fortunate and privileged to have been afforded the opportunity to com- plete a Ph.D. in Computer Science on the topics of computational psychology, artificial intelligence, game design, and interactive narrative. Knowing full well that trying to acknowledge everyone who contributed to my earning this degree is a futile exercise (because any list I create will necessarily be incomplete), in these pages I shall endeavor to complete this task adequately. First and foremost, I simply would not be the human I am today if not for R. Michael Young. I remember visiting NC State during the Graduate Recruiting Weekend and feeling disappointed to know you were going to be out of town at the 2010 Game Developers Conference, only to feel extremely humbled and elated when you offered to chat over the phone. Since that first interaction, every exchange we have ever shared has contributed to the rich tapestry of our relationship. As an adviser, as a mentor, as a colleague, and as a friend: you are of the highest kind, quality, and order. Dave Roberts deserves special recognition as (funnily enough) the first person I met in my newly- formed academic career, during a Graduate Recruiting Weekend at Georgia Tech (the institution he was leaving). Dave, thank you for letting me explore interesting topics, giving me advice on experimental design and statistical measures, offering perspective on “the bigger picture” of the work I was pursuing, listening to incoherent-at-the-time ideas, keeping your door open, and being an incredible mentor. You are a source of inspiration and I count myself fortunate to be a part of your academic lineage. To the rest of my committee, Rob St. Amant, Gabe Radvansky, and Nick Taylor: your thoughtful comments, probing questions, and well-intentioned critiques have unquestionably refined my thinking. I am lucky to have assembled such a constructive dissertation committee. Gabe, meeting you at Notre Dame and interacting with you thereafter catalyzed my thought process in ways I cannot begin to calculate. Nick, it truly is remarkable
Recommended publications
  • Gaming Systems and Features of Discovery Centre Station 1
    Gaming systems and features of Discovery Centre Station 1: XBox 1 with Remote The Book of Unwritten Tales 2 Wii U and Wii U Remote Braid Playstation 4 with Remote The Bridge Gaming PC with Gaming keyboard and The Cat and the Coup mouse Cave Story+ Downloaded games in station 1 include: Closure 7 Grand Steps, Step 1: What Ancients Begat Cogs 140 Coil AaAaAA!! – A Reckless Disregard for Colosse Gravity Colour Bind ABE VR Crawl Achron Cube & Star: An Arbitrary Love AltscpaceVR Dayz Amnesia: The Dark Descent Deep Under the Sky Analogue: A Hate Story Desktop Dungeons A Story About My Uncle Destinations B.U.T.T.O.N. Dinner Date Bad Hotel Dream Banished The Dream Machine Bastion The Dream Machine: Chapter 3 The Beginner’s Guide The Dream Machine: Chapter 4 Besiege The Dream Machine: Chapter 5 Between IGF Demo Dungeon of the Endless Bientôt l’été Dust: An Elysian Tail Bigscreen Beta Elegy for a Dead World BioShock Infinite Endless Legend The Binding of Isaac: Rebirth Ephemerid: A Musical Adventure BIT.TRIP RUNNER Estranged: Act 1 BlazeRush Carleton University Library and the Discovery Centre September 2019 Euro Truck Simulator 2 Interstellar Marines Evoland Intrusion 2 Evoland 2 Invisible, Inc. Fallout Jamestown Fallout 2 Joe Danger Fallout Tactics Keep Talking and Nobody Explodes Farming Simulator 17 Kentucky Route Zero Flotilla LA Cops FLY’N Legend of Dungeon The FOO show Life is Strange The Forest LIMBO Fotonica Lisa Frozen Synapse Little Inferno FTL: Faster than
    [Show full text]
  • Conference Booklet
    30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic
    [Show full text]
  • Días De Tentáculos
    B R U M A L Revista de Investigación sobre lo Fantástico DOI: https://doi.org/10.5565/rev/brumal.468 Research Journal on the Fantastic Vol. VI, n.º 1 (primavera/spring 2018), pp. 163-183, ISSN: 2014-7910 DÍAS DE TENTÁCULOS. HUMOR, SERIE B Y FANTASÍA CINÉFILA EN LAS AVENTURAS GRÁFICAS DE LUCASARTS MARIO-PAUL MARTÍNEZ FABRE Universidad Miguel Hernández de Elche [email protected] FRAN MATEU Universidad de Alicante [email protected] Recibido: 10-01-2018 Aceptado: 02-05-2018 RESUMEN Desde mediados de los años ochenta hasta finales de la década de los noventa, las aventuras gráficas vivieron un periodo de esplendor en el mercado del videojuego. La compañía LucasArts, con su particular mezcla de humor, cinefilia y sencillez de con- trol, dibujó el molde a seguir para las demás desarrolladoras de juegos digitales. Este artículo pretende exponer, a través de dos de sus ejemplos más importantes, Maniac Mansion y su secuela, Day of the Tentacle, cuáles fueron los principales argumentos que la instituyeron, no sólo como uno de los referentes esenciales del espacio lúdico, sino también como uno de los objetos culturales más señalados de su época, al englobar y transmitir, desde su propio intertexto y su cualidad novedosa, a otros medios como la literatura, la animación, la televisión, y, primordialmente, el cine. PALABRAS CLAVE: Humor, cine, videojuegos, serie B, LucasArts. ABSTRACT From the mid-eighties to the end of the nineties, the graphic adventures experienced a period of splendor in the video game market. The company LucasArts, with its par- ticular mixture of humor, cinephilia and simplicity of control, drew the format to fol- low for other developers of digital games.
    [Show full text]
  • Samorost 3 V14702 Apk
    Samorost 3 V1.470.2 Apk Samorost 3 V1.470.2 Apk 1 / 3 Когда-то один ответственный гном в игре Samorost 3 нашел на пороге своего дома флейту. Которая ... 17,64 Mb · Скачать КЭШ Samorost 3 v1.470.2.. It's newest and latest version of Samorost 3 1.470.2 MOD APK + Data (amanita_design.samorost3. ... Download samorost-3-v1.470.2-mod.apk. 1. samorost 3 2. samorost 3. samorost 4 Samorost 3 - это продолжение одной из самых атмосферных РПГ, где все события происходят в девяти ... 17.64 Mb · Скачать КЭШ Samorost 3 v1.470.2.. Download Samorost 3 v1.471.2 (Paid) + OBB Android - Samorost 3 is an exploration adventure game from the makers of Machinarium.. ... в Samorost.... Скачать Samorost 3 1.471.2. ... Кэш к игре Samorost 3: папку из архива распаковать в /Android/obb/ ... v1.470.2 Оригинал.. Download Samorost 3 v1.470.2 Apk+data- The Ultimate Samurate Android Game from Apkhouse. Undoubtedly, fans of adventure games are ... samorost 3 samorost 3, samorost, samorost 2, samorost 3 walkthrough, samorost 4, samorost 2 walkthrough, samorost 3 apk, samorost 1 walkthrough, samorost 2 apk, samorost walkthrough, samorost 1 Adobe Flash Player update 25.0.0.171 mystery ... Android 4.1 a vyssi. Popis: Samorost 3 je dobrodružná animovaná hra plná hlavolamů a miniher od tvůrců Machinária a Botaniculy. ... https://uloz.to/!MSKSVoLfcJXW/samorost-3-v1-4-453-apk ... Samorost 3 v1.470.2 [Paid] Požadavky: .... Версия андроид: Android 4.1 ... Игра Samorost 3 рассказывает о том, как гном решил вернуть флейту владельцам. ... Скачать КЭШ Samorost 3 v1.470.2.
    [Show full text]
  • Overview Core Game Mechanics and Features in Adventure Games
    Adventure Games Overview While most good games include elements found in various game genres, there are some core game mechanics typically found in most Adventure games. These include character progression through dialog, game story structure, puzzle solving, and exploration. Looking back at classic Adventure games such as Monkey Island, Beyond good and Evil, Grim Fandiago, and others used these elements to create some popular and playable games. Modern Adventure games such as the Tomb Raider series or games from Telltale Games (the Walking Dead and the Wolf Among Us) include such core elements in their game designs. Core Game Mechanics and Features in Adventure Games The core mechanics in most adventure games include the following elements: Story driven – most adventure games include some kind of game story that is used to structure the game and allow the player to participate in the game. Typically, the game ends with the story. The win/lose conditions are based on puzzle and exploration actions. Single Player and Character Driven – most adventure games are single player and allow the player to assume control of a game character. This character is typically set at the start of the game and, unlike RPG games, is not mutable as the result of gameplay. Most (but not all) Adventure games are in the third person perspective. Exploration – Many adventure games allow the player to explore (to some degree). The purpose of such exploration is typically to flesh out the world, extend the story, or solve puzzles. Some adventure games that have a strong story structure may not allow for much exploration.
    [Show full text]
  • Nícolas Souza De Frias E Vasconcellos.Pdf
    Pontifícia Universidade Católica de São Paulo NÍCOLAS SOUZA DE FRIAS E VASCONCELLOS O POINT-AND-CLICK ADVENTURE RESSURGE: UMA DISCUSSÃO ANALÍTICA SOBRE UM GÊNERO ADORMECIDO São Paulo 2020 Pontifícia Universidade Católica de São Paulo Nícolas Souza de Frias e Vasconcellos O POINT-AND-CLICK ADVENTURE RESSURGE: UMA DISCUSSÃO ANALÍTICA SOBRE UM GÊNERO ADORMECIDO Dissertação apresentada à Banca Examina- dora da Pontifícia Universidade Católica de São Paulo, como exigência para obtenção do título de MESTRE em Desenvolvimento de Jogos Digitais, área de concentração Engenharia de Software, redigida sob a orientação do Professor Doutor Hermes Renato Hildebrand. São Paulo 2020 Autorizo exclusivamente para fins acadêmicos e científicos, a reprodução parcial desta Tese de Mestrado por processos de fotocopiadoras ou eletrônicos. Assinatura _____________________________________ Data__________________________________________ E-mail_________________________________________ FICHA CATALOGRÁFICA Vasconcellos, Nícolas Souza de Frias e O POINT-AND-CLICK ADVENTURE RESSURGE: UMA DISCUSSÃO ANALÍTICA SOBRE UM GÊNERO ADORMECIDO. Registro: 2020 Orientador: Hermes Renato Hildebrand. Dissertação de Conclusão de Mestrado – Pontifícia Universidade Católica de São Paulo VASCONCELLOS, Nícolas Souza de Frias e. O POINT- AND-CLICK ADVENTURE RESSURGE: UMA DISCUSSÃO ANALÍTICA SOBRE O RETORNO DE UM GÊNERO ADORMECIDO. Dissertação. Pontifícia Universidade Católica de São Paulo. Mestrado em Desenvolvimento de Jogos Digitais, área de concentração Engenharia de Software, redigida
    [Show full text]
  • Android Adventures
    Android Adventures Android Adventures 1 / 4 2 / 4 Point-and-click adventure games aren't dead, thanks to a few dedicated Android game developers who have made it possible to play them on .... You're always taking your smartphone or tablet on adventures so why not let them take you on one for a change? Here are the best Android ... 1. android adventure games 2. android adventure puzzle games 3. android adventure games offline Relive the excitement of Final Fantasy Adventure― a timeless classic remastered for a new generation. □STORY Enshrined atop Mt. Illusia, high above the lofty .... Combines elements from classic adventure platformers: collecting, free exploration, learning new abilities, lighthearted storytelling, hidden treasures - with the .... Hopefully, you will find your desired game among these 20 best Adventure Games for Android. So, best of luck. 1. Jungle Adventure 2. Jungle-Adventures-2 I ... android adventure games android adventure games, android adventure games offline, android adventure sync, android adventure puzzle games, android adventure, android adventure sync not working, android adventure games 2020, android adventure rpg, android adventure games download, android adventure games apk, android adventure games reddit Google’s Cloud Machine Learning service is now in public beta The latest adventure game reviews for Android, an overview of best Android Adventure Games and new releases.. Find Adventure games for Android like Dragon Fear, Planet Life, Hikari! Clover Rescue (Lite Edition), Wholesome Cats, The Third Shift: 1st and 2nd Hour ... Is Iobit Advanced Systemcare Safe Minerva-Lander auf Asteroid Ryugu abgesetzt android adventure puzzle games Yeh Jawaani Hai Deewani [2013 – FLAC] 3 / 4 Do you like playing adventure games? Here are the best adventure games for Android.
    [Show full text]
  • Robert Megone
    Robert Megone Hampshire, UK T: +44(0)7736902590 E: [email protected] I previously worked as a Gameplay Programmer on The Darkside Detective, Gameplay ​ ​ Programmer on Beyond a Steel Sky, QA Lead on Thimbleweed Park and Gameplay ​ ​ ​ ​ Programmer on the adventure game Broken Sword: The Serpent’s Curse with ​ ​ ​ ​ development, design and QA credits on over twenty games on Switch, Xbox, PS4, Vita, iOS, Android, PC, Mac & Linux. As a candidate with experience in both the game design and QA fields, I value the iterative development process and thrive in an environment where I can be responsible for making decisions that ensure quality always comes first. Professional Experience Spooky Doorway - Gameplay Programmer(Unity)(July 2020 – Present) ​ Games: - Darkside Detective Season 1(Nintendo Switch, Windows/Mac, PS4/PS5, UWP) ​ - Darkside Detective Season 2(Nintendo Switch, Windows/Mac, PS4/PS5, UWP) ​ • Development of various minigames in C# for Season 2 to support the main gameplay. ​ • Implementation of gameplay using Adventure Creator Action Lists in Unity. • Bug fixing and testing across two games in preparation for publishing to new platforms. Revolution Software - Gameplay Programmer(Unreal Engine 4)(November 2017 – July ​ 2020) Games: - Beyond a Steel Sky(Apple Arcade, Console, Desktop) ​ • Working in Unreal to develop and implement gameplay for a fully 3d adventure game. • Implementing gameplay using blueprint scripting language based upon level design ​ documents. • Implementing NPC AI behaviors using behavior trees. ​ • Implementing motion comic using UMG. ​ • Responsible for the dialogue gesture system implementation on a blueprint code level. ​ • Working with animation blueprints. ​ • Setting up a range of animation montages. ​ Spooky Doorway - QA Tester(November 2017 – July 2020) ​ Games: - Darkside Detective S1(Nintendo Switch, Windows/Mac, PS4/PS5, UWP) ​ - Darkside Detective S2(Nintendo Switch, Windows/Mac, PS4/PS5, UWP) ​ - Sunken Spectre Vertical Slice(Windows) ​ • Testing and reporting of bugs.
    [Show full text]
  • Challenges for Game Designers Brenda Brathwaite And
    CHALLENGES FOR GAME DESIGNERS BRENDA BRATHWAITE AND IAN SCHREIBER Charles River Media A part of Course Technology, Cengage Learning Australia, Brazil, Japan, Korea, Mexico, Singapore, Spain, United Kingdom, United States Challenges for Game Designers © 2009 Course Technology, a part of Cengage Learning. ALL RIGHTS RESERVED. No part of this work covered by the copyright Brenda Brathwaite and Ian Schreiber herein may be reproduced, transmitted, stored, or used in any form or by any means graphic, electronic, or mechanical, including but not limited to photocopying, recording, scanning, digitizing, taping, Web distribution, Publisher and General Manager, information networks, or information storage and retrieval systems, except Course Technology PTR: as permitted under Section 107 or 108 of the 1976 United States Copyright Stacy L. Hiquet Act, without the prior written permission of the publisher. Associate Director of Marketing: For product information and technology assistance, contact us at Sarah Panella Cengage Learning Customer & Sales Support, 1-800-354-9706 For permission to use material from this text or product, Content Project Manager: submit all requests online at cengage.com/permissions Jessica McNavich Further permissions questions can be emailed to [email protected] Marketing Manager: Jordan Casey All trademarks are the property of their respective owners. Acquisitions Editor: Heather Hurley Library of Congress Control Number: 2008929225 Project and Copy Editor: Marta Justak ISBN-13: 978-1-58450-580-8 ISBN-10: 1-58450-580-X CRM Editorial Services Coordinator: Jen Blaney eISBN-10: 1-58450-623-7 Course Technology Interior Layout: Jill Flores 25 Thomson Place Boston, MA 02210 USA Cover Designer: Tyler Creative Services Cengage Learning is a leading provider of customized learning solutions with office locations around the globe, including Singapore, the United Kingdom, Indexer: Sharon Hilgenberg Australia, Mexico, Brazil, and Japan.
    [Show full text]
  • User Manual V1.61.1 Table of Contents Introduction 7 Chapter I: the Basics 9
    By Chris Burton User Manual v1.61.1 Table of Contents Introduction 7 Chapter I: The Basics 9 1. Setting up 10 1.1. Installation 11 1.2. Running the demo games 13 1.3. The Game Editor window 14 1.3.1. The New Game Wizard 15 1.3.2. The Scene Manager 16 1.3.3. The Settings Manager 23 1.3.4. The Actions Manager 25 1.3.5. The Variables Manager 26 1.3.6. The Inventory Manager 27 1.3.7. The Speech Manager 29 1.3.8. The Cursor Manager 30 1.3.9. The Menu Manager 31 1.4. Preparing a 3D scene 32 1.4.1. Adding a PlayerStart 33 1.4.2. Adding visuals 34 1.4.3. Adding colliders and/or a NavMesh 35 1.4.4. Adding cameras 36 1.4.5. Adding interactivity 37 1.5. Preparing a 2D scene 38 1.5.1. Adding a 2D PlayerStart 40 1.5.2. Adding visuals 41 1.5.3. Adding a 2D NavMesh 42 1.5.4. Adding a Sorting Map 43 1.5.5. Adding 2D cameras 46 1.5.6. Adding interactivity 47 1.6. Preparing a 2.5D scene 48 1.6.1. Adding a PlayerStart 49 1.6.2. Adding backgrounds and cameras 50 1.6.3. Adding colliders and/or a NavMesh 52 1.6.4. Adding scene sprites 54 1.6.5. Adding interactivity 55 1.7. Updating Adventure Creator 56 1.8. Minimally-importing Adventure Creator 57 2. Input and navigation 58 2.1.
    [Show full text]
  • Le 5 Migliori Avventure Grafiche Di Ron Gilbert (Ai Tempi Della Lucasarts)
    Le 5 migliori avventure grafiche di Ron Gilbert (ai tempi della LucasArts) Parlare di avventure grafiche nel mondo dei videogame significa sempre in qualche modo parlare di Ron Gilbert. Il game designer e programmatore statunitense è certamente uno dei padri assoluti del genere, la cui nascita può collocarsi circa negli anni ’80, quando lo stesso Gilbert trasformò le avventure testuali nei punta e clicca che oggi tutti conosciamo. Erano i tempi dellaLucasfilm games, poi diventata LucasArts, azienda con la quale sfornò capolavori entrati nella storia che poggiavano su un’applicazione da lui stesso inventata per semplificare lo sviluppo delle avventure, loSCUMM . Il sodalizio fra Gilbert e LucasArts non può dirsi lungo ma fu di certo molto fervido, e di quel periodo ci sono almeno 5 avventure grafiche assolutamente da ricordare: La prima è Maniac Mansion, considerata una delle prime avventure grafiche della storia, uscita nel 1987 e sviluppata con il game developerGary Winnick, che l’anno prima aveva lavorato su Labyrinth sempre per la Lucasfilmgames. Sviluppato inizialmente per Commodore 64, Maniac Mansion è la parodia di un classico film horror, dove si racconta la storia di un gruppo di giovani ragazzi che devono aiutare un loro amico a salvare la propria ragazza rapita dal pazzo dottor Fred Edison. Il gioco è interamente ambientato nella magione degli Edison e riscontrò un enorme successo dovuto all’innovativa modalità di gioco, all’ampio ventaglio di personaggi e alla possibilità di sceglierne 3 da gestire in parallelo nel corso gioco, agli enigmi ben congegnati, a un’umorismo grottesco e debordante e a una serie di trovate che caratterizzeranno la cifra stilistica di Ron Gilbert e della Lucas, la quale produrrà anche un seguito del gioco, Day of The Tentacle, sviluppato però da Dave Grossmann e Tim Schafer che da Gilbert prenderanno alcune idee.
    [Show full text]
  • Dueling at a Distance
    MILITARY VIDEO GAMES VIRUS OUTBREAK Army amends AWOL policy Creaks might melt DOD says transmission risk after numerous high-profile your brain, but it’s on crowded airplanes with disappearances at Fort Hood beautiful, whimsical people wearing masks low Page 3 Page 13 Page 5 Correa’s ninth-inning homer helps Astros stave off elimination » Back page Volume 79, No. 130A ©SS 2020 CONTINGENCY EDITION Saturday, October 17, 2020 stripes.com Free to Deployed Areas ELECTION 2020 Army’s V Corps back in action as presence grows in Poland BY JOHN VANDIVER Stars and Stripes STUTTGART, Germany — The Army’s storied V Corps offi- cially reactivated Friday during a ceremony at Fort Knox, Ky., and a small portion of the unit is al- ready on the ground in Poland to take up a new mission. “We currently have a hand- ful of V Corps troops stationed in Poland and will continue to build capacity throughout the year,” U.S. Army Europe said in a statement. Full rotations to Poland will begin in the 2022 fiscal year, USAREUR said. The military announced in February that it was reforming V Corps to bring more command and control support to an expand- ing Army mission in Europe. In September, the Army selected Poznan, Poland, as the site for a command post. The U.S. and Poland are still working through red tape before fully launching the mission in Poznan, Defense Secretary Mark Esper indicated Thursday. “We EVAN VUCCI/AP (left); CAROLYN KASTER/AP also plan to rotate forward the lead element of the Army’s new V Left: President Donald Trump appears at the NBC News town hall at Perez Art Museum Miami on Thursday.
    [Show full text]