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

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 DavidAlbertus AgungYudy 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.
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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