annotated bibliography
My Coogle and research map on all multimedia
Trevor Owens, (2011) "Social videogame creation: lessons from RPG Maker",On the Horizon , Vol. 19 Issue: 1, pp.52-61, https://doi.org/10.1108/10748121111107708
Procedural dungeon generation in RPG games
Mobile gaming has
become an important part of gaming over the last little while and can be found
used in a lot of everyday activity’s for a big portation of our society,in mobile
games there is a casual games which learning curves and much more. Users find
simple game mechanics with a short inventment of there time to be really fun
and are extremely become popular, these games have helped broadened the
popularity of games in the gaming culture, which has helped with the demographic
of games players become a more balanced gender bases state, with more and more
older people also willing to engage with games, this also has helped people
become more creative producers and now people have been able to design and make
there own levels thanks for this.
Trevor Owens, (2011) "Social videogame creation: lessons from RPG Maker",
Social Videogame
Creation: lessons from RPG maker
Online community sites devoted to RPG
Maker, Trevor owns wanted to build a non-expensive software to creating and
building RPG games so young people could experience and develop a fond use of
making games within the digital media, from here they created web forums
and hubs of social production on platforms like facebook, myspace, twitter and
so much more, they started working on web 2.0 and build websites with RPG maker
specifically for creating games.
They
developed and created a survey to find out who was using there website and to
find out who exactly they were and what types of games they were creating. There
site ended up having over 40,000 users at one point.
The
website is providing young people develop a wide range of digital media skills with
the idea of creating a vast community to help digital media thrive
David David, Albertus Agung, Yudy Tirana, (2017) "Procedural dungeon generation in RPG games", Library Hi Tech News , Vol. 34 Issue: 10, pp.13-14, https://doi.org/10.1108/LHTN-08-2017-0058
Procedural dungeon generation in RPG games
The point of the paper is to help develop and evaluate a dungeon generation app created to create a dungeon floor, this is called procedural dungeon generation, this makes it easy for whoever is making the game to quickly map out the dungeon levels, the algorithm creates a variant dungeon based on the parameters which you have set for the game which gives the game a desire to be played a lot thanks to this. Some methods of research have helped collect this data so you can implement the design. This is done using a water fall model. This is all important because Procedural dungeon generation is needed when designing a game and it’s levels and if you do it right you can save a lot of time and money, in short the game will get many levels and save time that would have been used creating them.
Author: Whitson John Kirk III
Identifier RPGDesignPatterns91309
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RPG Design Patterns
Software design patterns don’t
show anything towards software theory, RPG design patterns will not likely form
the basis for any new RPG theory.
RPG design patterns are for helping
you clarify your design goals. RPG design patterns are about formalizing the
mechanics observed in existing pen-and-paper role-playing games, the kind of
games where the players sit around a table and actually talk to one another. RPG
design patterns have nothing to do with mood or setting, and character classes
the best option for your design goals, RPG design patterns fall into the realm
of RPG engineering rather than RPG theory. Design patterns are viewed as to compliment
theory and not be competitive, rpg design patterns must make designs in good role
playing games to be identified and exploited for the future design of games, to
analyse issues and differences between games that focus on story creation over
competition and how they differ in impact play.
ABNT (Brazilian National Standards) References
GUZDIAL, M. et al. Friend, Collaborator, Student, Manager: How Design of an AI-Driven Game Level Editor Affects Creators. [s. l.], 2019. Disponível em: <http://search.ebscohost.com/login.aspx?direct=true&AuthType=ip,sso&db=edsarx&AN=edsarx.1901.06417&site=eds-live&custid=ns122646>. Acesso em: 10 fev. 2019.
AMA (American Medical Assoc.) Reference List
Guzdial M, Liao N, Chen J, et al. Friend, Collaborator, Student, Manager: How Design of an AI-Driven Game Level Editor Affects Creators. 2019. doi:10.1145/3290605.3300854.
Friend, Collaborator, Student, Manager: How Design
of an AI-Driven Game Level Editor Affects Creators
Machine learning has had many advances and an increase in
algorithms which can create art, games, stories, music and much more, but we
have yet to work out how we will be able to have this find the best way it can
all work with people in general, Further advances in Artificial intelligence helping
machines learn so we can increase people working with these systems on a daily
basis,
Some works on general human and AI cooperative creation in
the field of computer games and music more, the first game levelling editing
software was called Moral Maker which was the prototype for the famously known
software and game called Mario maker which is now very popular.
In the whole paper we have discussed the development of an
intelligent level editor, which includes an AI partner to collaborate with
users. We first focused on the development of the initial tool, and then focused
on it’s affects when level designers practised with it. It was found that users
loved working with the AI element of the AI agent, and this showed want to
adapt their behaviour for the agent, and this has a lot of potential for future
level designing development.
Simon M. Lucas, "Game AI Research with Fast Planet Wars
Variants", Computational Intelligence and Games (CIG) 2018 IEEE
Conference on, pp. 1-4, 2018.
Swen E. Gaudl, Mark J. Nelson, Simon
Colton, Rob Saunders, Edward J. Powley, Blanca Perez Ferrer, Peter Ivey,
Michael Cook, "Rapid Game Jams with Fluidic Games: A User Study &
Design Methodology", Entertainment Computing, 2018.
Mobile gaming has
become an important part of gaming over the last little while and can be found
used in a lot of everyday activity’s for a big portation of our society,in mobile
games there is a casual games which learning curves and much more. Users find
simple game mechanics with a short inventment of there time to be really fun
and are extremely become popular, these games have helped broadened the
popularity of games in the gaming culture, which has helped with the demographic
of games players become a more balanced gender bases state, with more and more
older people also willing to engage with games, this also has helped people
become more creative producers and now people have been able to design and make
there own levels thanks for this.
In conclusion this is to help keep people want to keep
coming back for more and keeping the future direction for gamkia
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