Level Design on Rogue-Like Games: an Analysis of Crypt of the Necrodancer and Shattered Planet
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Serious Games to Cope with the Genetic
i “thesis_A4” — 2018/12/20 — 12:35 — page 1 — #1 i i i Dipartimento di Informatica “Giovanni Degli Antoni” Doctoral Programme in Computer Science SERIOUS GAMES TO COPE WITH THE GENETIC TEST REVOLUTION Doctoral Dissertation of: Renato Mainetti Supervisor: Prof. N.Alberto Borghese Tutor: PhD Serena Oliveri The Chair of the Doctoral Program: Prof. Paolo Boldi Year 2018 – Cycle XXXI i i i i i “thesis_A4” — 2018/12/20 — 12:35 — page 2 — #2 i i i i i i i i “thesis_A4” — 2018/12/20 — 12:35 — page 1 — #3 i i i Acknowledgements Financial support: This work is supported by the project Mind the Risk from The Swedish Foundation for Humanities and Social Sciences, which had no influence on the content of this thesis. Grant nr. M13-0260:1 1 i i i i i “thesis_A4” — 2018/12/20 — 12:35 — page 2 — #4 i i i This research was carried out under the supervision of Prof.ssa Gabriella Pravettoni and Prof. N. Alberto Borghese. I wish to thank them for the great opportunity they gave me, allowing me to be part of the Mind the Risk project. It has been a wonderful experience and I am grateful for the trust I was given in conducting my research. I wish to thank all the people involved in the MTR project, with which I had the pleasure to work and especially Serena, Ilaria and Alessandra. Many thanks also go to Silvia and Daria for the help in collecting additional data. I wish to thank all the people who helped, participating in the test experiments. -
Matheus Lima Cunha Desenvolvimento De Um Jogo Do
Universidade de São Paulo Instituto de Matemática e Estatística Bachalerado em Ciência da Computação Matheus Lima Cunha Desenvolvimento de um jogo do gênero Metroidvania com geração procedural de mapas. São Paulo Dezembro de 2020 Desenvolvimento de um jogo do gênero Metroidvania com geração procedural de mapas. Monografia final da disciplina MAC0499 – Trabalho de Formatura Supervisionado. Supervisor: Prof. Dr. Ricardo Nakamura São Paulo Dezembro de 2020 Agradecimentos Gostaria de agradecer minha família que sempre cuidou de mim e me motivou a seguir meus sonhos. Thalia Laura por me ajudar com a parte visual do jogo e, mais importante, nos momentos difíceis.Por fim, meu orientador, Ricardo Nakamura, por me orientar mesmo observando muitos outros alunos. i Resumo Neste trabalho foi desenvolvido um jogo do gênero metroidvania aplicando-se técnicas de geração procedural de conteúdo na criação do mapa. Essa ideia vêm da suposição que essas técnicas, pouco usadas em jogos do gênero, possam contribuir positivamente para a experiencia: beneficiando sensação de exploração (uma das principais características do gê- nero metroidvania) e estimulariam que o usuário os jogue novamente após ter terminado a historia. O desenvolvimento foi feito em três etapas: criação do jogo base, estudo de al- goritmos e implementação do gerador. As primeiras versões serviram para fundamentar as principais mecânicas de jogo, sem o uso de geração procedural. Após um estudo de diferen- tes algoritmos, as melhores foram implementadas no protótipo final. As avaliações indicam interesse e divertimento da maior parte dos usuários do protótipo final. Próximos passos para este trabalho incluem a melhoria do sistema de combate do jogo como também testes com diferentes algoritmos de geração. -
Nordic Game Is a Great Way to Do This
2 Igloos inc. / Carcajou Games / Triple Boris 2 Igloos is the result of a joint venture between Carcajou Games and Triple Boris. We decided to use the complementary strengths of both studios to create the best team needed to create this project. Once a Tale reimagines the classic tale Hansel & Gretel, with a twist. As you explore the magical forest you will discover that it is inhabited by many characters from other tales as well. Using real handmade puppets and real miniature terrains which are then 3D scanned to create a palpable, fantastic world, we are making an experience that blurs the line between video game and stop motion animated film. With a great story and stunning visuals, we want to create something truly special. Having just finished our prototype this spring, we have already been finalists for the Ubisoft Indie Serie and the Eidos Innovation Program. We want to validate our concept with the European market and Nordic Game is a great way to do this. We are looking for Publishers that yearn for great stories and games that have a deeper meaning. 2Dogs Games Ltd. Destiny’s Sword is a broad-appeal Living-Narrative Graphic Adventure where every choice matters. Players lead a squad of intergalactic peacekeepers, navigating the fallout of war and life under extreme circumstances, while exploring a breath-taking and immersive world of living, breathing, hand-painted artwork. Destiny’s Sword is filled with endless choices and unlimited possibilities—we’re taking interactive storytelling to new heights with our proprietary Insight Engine AI technology. This intricate psychology simulation provides every character with a diverse personality, backstory and desires, allowing them to respond and develop in an incredibly human fashion—generating remarkable player engagement and emotional investment, while ensuring that every playthrough is unique. -
In This Day of 3D Graphics, What Lets a Game Like ADOM Not Only Survive
Ross Hensley STS 145 Case Study 3-18-02 Ancient Domains of Mystery and Rougelike Games The epic quest begins in the city of Terinyo. A Quake 3 deathmatch might begin with a player materializing in a complex, graphically intense 3D environment, grabbing a few powerups and weapons, and fragging another player with a shotgun. Instantly blown up by a rocket launcher, he quickly respawns. Elapsed time: 30 seconds. By contrast, a player’s first foray into the ASCII-illustrated world of Ancient Domains of Mystery (ADOM) would last a bit longer—but probably not by very much. After a complex process of character creation, the intrepid adventurer hesitantly ventures into a dark cave—only to walk into a fireball trap, killing her. But a perished ADOM character, represented by an “@” symbol, does not fare as well as one in Quake: Once killed, past saved games are erased. Instead, she joins what is no doubt a rapidly growing graveyard of failed characters. In a day when most games feature high-quality 3D graphics, intricate storylines, or both, how do games like ADOM not only survive but thrive, supporting a large and active community of fans? How can a game design seemingly premised on frustrating players through continual failure prove so successful—and so addictive? 2 The Development of the Roguelike Sub-Genre ADOM is a recent—and especially popular—example of a sub-genre of Role Playing Games (RPGs). Games of this sort are typically called “Roguelike,” after the founding game of the sub-genre, Rogue. Inspired by text adventure games like Adventure, two students at UC Santa Cruz, Michael Toy and Glenn Whichman, decided to create a graphical dungeon-delving adventure, using ASCII characters to illustrate the dungeon environments. -
Ebook Download Games of Strategy
GAMES OF STRATEGY PDF, EPUB, EBOOK Avinash K. Dixit | 816 pages | 13 Jul 2010 | WW Norton & Co | 9780393117516 | English | New York, United States Games of Strategy PDF Book Mikolai Stroinski The Witcher 3 has joined on as the composer. What to Buy Toy Reviews Games. Some of the most popular strategy board games are classics that have been around since the invention of board games, while others are newer and bring new twists to the genre of games. Age of Empires is returning. This category is being reviewed, with some games being moved to other named categories. Vote up all of your favorites on this list, and if there's a strategy board game that's your favorite and isn't listed here, feel free to add it. Categories : Abstract strategy games Chess variants. Just make sure you live in the same household. Akshay Gangwar - Jan 2, You might also be interested in true stories of murder over board games and the best party board games of all time. From Wikipedia, the free encyclopedia. Like most classic games, it includes a bit of luck: in this case, Jacks are wild. The Bonfire 2: Uncharted Shores If you like low-poly designs and strategy games, The Bonfire 2 is definitely a game you should check out. It is a combat strategy, mainly, that encourages us to develop large-scale combat, with hundreds of units on screen, creating a brutal action. Share This. In short, it is a veteran and very important genre, and we will see the best PC strategy games here. -
Benchmarking End-To-End Behavioural Cloning on Video Games
Benchmarking End-to-End Behavioural Cloning on Video Games Anssi Kanervisto* Joonas Pussinen* Ville Hautamaki¨ School of Computing School of Computing School of Computing University of Eastern Finland University of Eastern Finland University of Eastern Finland Joensuu, Finland Joensuu, Finland Joensuu, Finland anssk@uef.fi [email protected].fi villeh@uef.fi Abstract—Behavioural cloning, where a computer is taught to still requires considerable engineering. Even worse, after the perform a task based on demonstrations, has been successfully environment is created, training the agents may take thousands applied to various video games and robotics tasks, with and of years of in-game time [4], [6]. without reinforcement learning. This also includes end-to-end approaches, where a computer plays a video game like humans An alternative approach is imitation learning, in which do: by looking at the image displayed on the screen, and sending agents learn to replicate demonstrators’ actions. Behavioural keystrokes to the game. As a general approach to playing video cloning (BC) [9] is the simplest form of this: given an games, this has many inviting properties: no need for specialized observation and an associated action from a demonstrator, modifications to the game, no lengthy training sessions and the predict this action based on observation (i.e a classification ability to re-use the same tools across different games. However, related work includes game-specific engineering to achieve the task). This has been used to kick-start RL agents [6], [10], but results. We take a step towards a general approach and study also applied alone in e.g. -
Top 14 Favorite Games of All Time © 16 December 2017 Norbert De Jonge ([email protected])
Top 14 Favorite Games of All Time © 16 December 2017 Norbert de Jonge ([email protected]) # Title Release Genre Don©t Starve (Together) 2013 (2016) survival action-adventure 1 Excellent both in single-player (especially Adventure Mode) and multiplayer, in particular with Reign of Giants enabled. It©s fun to explore the Caves and Ruins, and occasionally enable Lights Out. Eats time. The Battle for Wesnoth 2005 turn-based strategy 2 Some of the wave-based multiplayer add-ons that have been created using the modding features of this free software are very entertaining. NetHack 1987 roguelike 3 Challenging and addictive free software. Everybody Edits 2010 sandbox platform 4 As of today, still a Flash game. I used to run this a lot, both to create and to play levels. Portal 2 2011 first-person puzzle platform 5 Solid base game, with many excellent community created maps. The Binding of Isaac: Rebirth 2014 roguelike action 6 Both Afterbirth and Afterbirth+ made this great game even better. Including daily runs, I©ve played this game for way more than a thousand hours, on both GNU/Linux and my smartphone+gamepad combo. Day of the Tentacle (Remastered) 1993 (2016) point-and-click adventure 7 With the exception of Gemini Rue, all my favorite adventure games were created in the 1990s. Sid Meier©s Civilization 1991 turn-based strategy 8 I©ve enjoyed Civilization V©s multiplayer, but the original has everything that I want from a 4X game. The Talos Principle 2014 first-person puzzle 9 This game and my Vive are the only things I©ve ever pre-ordered. -
Gamification in Business and Education – Project of Gamified Course for University Students
GAMIFICATION IN BUSINESS AND EDUCATION – PROJECT OF GAMIFIED COURSE FOR UNIVERSITY STUDENTS Michał Jakubowski Kozminski University [email protected] ABSTRACT gamification based on that observation assumes that proper game design can change human behaviour and boost According to social changes in students’ behaviour caused productivity when it is well made. by fast-growing technological environment we should think When one is thinking about gamification of education about new solutions in the construction of courses they are it should be considered that using serious games during a participating in. Gamification can be one of the answers, course can be recognized as a gamifing process. On the but as we can already experience – it is hard to design other hand simulations are designed in a way that engages a working gamified system that will deliver the desired user, gives instant feedback and enhances productivity outcome. Author would like to present his concept of (Miller 2013). The most interesting thing would be using a immersive gamification course that he will start during combination of simulation and gamified course when teaching students as it is already happening (Wardaszko 2013/2014 academic year. The topic of the course will be focused on the phenomena of gamification in business and 2013) . Although simulations could not be used in every education. Idea behind that was to show students the kind of course. What can be done to motivate students and experience of gamification use while teaching them about encourage them for better work during a course? Using the that field. Following paper introduces to gamification in best working game mechanics. -
Guide 2020 Games from Spain
GUIDE GAMES 2020 FROM SPAIN Message from the CEO of ICEX Spain Trade and Investment Dear reader, We are proud to present the new edition of our “Guide to Games from Spain”, a publication which provides a complete picture of Spain’s videogame industry and highlights its values and its talent. This publication is your ultimate guide to the industry, with companies of various sizes and profiles, including developers, publishers and services providers with active projects in 2020. GAMES Games from Spain is the umbrella brand created and supported by ICEX Spain Trade and Investment to promote the Spanish videogame industry around the globe. You are cordially invited to visit us at our stands at leading global events, such us Game Con- nection America or Gamescom, to see how Spanish videogames are playing in the best global production league. Looking forward to seeing you soon, ICEX María Peña SPAIN TRADE AND INVESTMENT ICT AND DIGITAL CONTENT DEPARTMENT +34 913 491 871 [email protected] www.icex.es GOBIERNO MINISTERIO DE ESPAÑA DE INDUSTRIA, COMERCIO Y TURISMO EUROPEAN REGIONAL DEVELOPMENT FUND A WAY TO MAKE EUROPE GENERAL INDEX ICEX | DISCOVER GAMES FROM SPAIN 6 SPANISH VIDEOGAME INDUSTRY IN FIGURES 8 INDEX 10 DEVELOPERS 18 PUBLISHERS 262 SERVICES 288 DISCOVER www.gamesfromspain.com GAMES FROM SPAIN Silvia Barraclough Head of Videogames Animation and VR/AR ICEX, Spain Trade and Investment in collaboration with [email protected] DEV, the Spanish association for the development and +34 913 491 871 publication of games and entertainment software, is proud to present its Guide to Games from Spain 2020, the perfect way to discover Spanish games and com- panies at a glance. -
Designing Controllers for Computer Generated Forces with Evolutionary Computing: Experiments in a Simple Synthetic Environment
Designing controllers for computer generated forces with evolutionary computing: Experiments in a simple synthetic environment A. Taylor Defence Research and Development Canada – Ottawa Technical Memorandum DRDC Ottawa TM 2012-162 October 2013 Designing controllers for computer generated forces with evolutionary computing: Experiments in a simple synthetic environment A. Taylor Defence Research and Development Canada – Ottawa Technical Memorandum DRDC Ottawa TM 2012-162 October 2013 c Her Majesty the Queen in Right of Canada as represented by the Minister of National Defence, 2013 c Sa Majesté la Reine (en droit du Canada), telle que représentée par le ministre de la Défense nationale, 2013 Abstract Military exercises and experiments are increasingly relying on synthetic environments to reduce costs and enable realistic and dynamic scenarios. However current simulation tech- nology is limited by the simplicity of the controllers for the entities in the environment. Realistic simulations thus require human operators to play the roles of red and white forces, increasing their cost and complexity. Applied research project 13oc aims to re- duce that human workload by improving artificial intelligence in synthetic environments. One approach identified early in the project was to use learning in artificial intelligence (AI). Further work identified evolutionary computing as a method of simplifying the design of AI. Described herein are experiments using evolutionary computing to design controllers in a simple synthetic environment. Controllers with a simple framework are evolved with genetic algorithms and compared to a hand-crafted finite-state-machine controller. Given careful parameter choices, the evolved controller is able to meet the performance of the hand-crafted one. -
Exergames and the “Ideal Woman”
Make Room for Video Games: Exergames and the “Ideal Woman” by Julia Golden Raz A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy (Communication) in the University of Michigan 2015 Doctoral Committee: Associate Professor Christian Sandvig, Chair Professor Susan Douglas Associate Professor Sheila C. Murphy Professor Lisa Nakamura © Julia Golden Raz 2015 For my mother ii Acknowledgements Words cannot fully articulate the gratitude I have for everyone who has believed in me throughout my graduate school journey. Special thanks to my advisor and dissertation chair, Dr. Christian Sandvig: for taking me on as an advisee, for invaluable feedback and mentoring, and for introducing me to the lab’s holiday white elephant exchange. To Dr. Sheila Murphy: you have believed in me from day one, and that means the world to me. You are an excellent mentor and friend, and I am truly grateful for everything you have done for me over the years. To Dr. Susan Douglas: it was such a pleasure teaching for you in COMM 101. You have taught me so much about scholarship and teaching. To Dr. Lisa Nakamura: thank you for your candid feedback and for pushing me as a game studies scholar. To Amy Eaton: for all of your assistance and guidance over the years. To Robin Means Coleman: for believing in me. To Dave Carter and Val Waldren at the Computer and Video Game Archive: thank you for supporting my research over the years. I feel so fortunate to have attended a school that has such an amazing video game archive. -
Scott Brodie | Founder, Lead Designer Heart Shaped Games
DESIGN POSTMORTEM Scott Brodie | Founder, Lead Designer Heart Shaped Games *SEE NOTES FOR EACH SLIDE FOR THE CONTENT OF THE TALK!* Hello! I’m Scott Brodie, Founder & Designer at Heart Shaped Games, and I’m here to give a Postmortem on the design of my game Hero Generations. Roguelike where every turn is 1 year of your life. If you’re not familiar with it, it’s a Roguelike Strategy RPG where every step is 1 year of your hero’s life. Find a mate, settle down, and have a child. Before your character dies, you need to find a mate, settle down, and have a child. Take control of your child and build a legacy. You then take control of your child and adventure to improve your family legacy. In each life, you try to achieve Fame, while balancing the needs of your family, potential mates, and ultimately, the needs of the entire world. Hero Generations in 2017 $320,000 to date Now here in 2017, the game has become an award-winning mobile and steam game that has grossed just over $320,000 dollars to date, on all platforms. We made in Unity with a team of 3, and self-published it everywhere. It even has screaming guy app icon. Hero Generations in 2010 However, when I first started designing back in 2010, the game was on a very different path. I had just left my job at a big studio, and was working on my own. I was teaching myself Flash, dabbling in pixel art, and just beginning to piece together what the game was going to be.