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Literature Review
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Review done by
Dani Nolan
Video game level generation through apps, assets and AI based generation
Introduction
The following review of literature confirms a lot of things to do with
both problems within level design such as AI driven software is not always the
best way to approach things but in others it works wonderfully like generating
massive levels of content which can form levels for new areas, I have seen this
in games like world of warcraft where some levels felt familiar but were changed
slightly to suit the environment, this was done through dungeon map generation
apps which can also be found as extensions but they didn’t always work as
intended, However there was also some good solutions such as website used to
help make other game designers have unlimited resources to make such a thing as
game design and level design easier due to having assets which would allow you
to create games so easily without having to put way too much work into it,
there was also libraries where you could find all your needed code to do
commends without having to recode it all yourself.
The
Body
Social Videogame
Creation: lessons from RPG maker and level design
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 their 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. Next, we look at 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.
Mobile gaming has
become an important part of gaming over the last little while and can be found
used in a lot of everyday activities for a big potation of our society, in
mobile games there is a casual game which learning curves and much more. Users
find simple game mechanics with a short investment of their 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 their 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, The document is about using game level design as an applied method
for Software Engineering Education, using Hands-on training is said to be
one of the major requirements for Computer Science curriculum, this is how
students learning outcomes will be enhanced simply by doing rather than just
talking about it in lecturers and is considered to be a great impact on
students in skills and learning. When it comes to a big company’s like
Blizzard entertainment the level design process is split up and taken apart to
be put into groups of other designers, then this design team comes up with the
concept for levels and design based around the story of the game. This is then
taken under a microscope and the levels are reviewed and then they go back to
the drawing board to see if there can be any improvements made. Next the game
is tested in the editor which then gave designers more opportunities to
experiment with things they normally would not have been able to.
Patterns
in Game Design and creating generated levels
In games specifically in the design of
games there is patterns which have helped aspiring game designers with a lot of
practical design choices within a big collection of all types of most if not
all video games, the choices which have been called patterns are being used to
show and illustrate many types of gameplay which you would find within video
games, gameplay and player interaction in a game system Interaction is defined
by other players. these patterns given the tools and have helped game designers
put their ideas into words which has helped understanding how other games work,
the patterns are used in order and can be referenced you would a dictionary,
and by studying these patterns designers have learned how to have and find
patterns in their own designs which gives a big understanding of what gameplay
is and with this they can make and design better games. The paper introduces a sketchbook, which is a tool to support a designer
in the making of game levels. Over the last twenty years, computer games have
grown from something small as a niche market targeting young adults to an a
massive and big important player in the global economy, which has millions of
people engaged in games, The Sentient Sketchbook tool looks at and addresses
certain limitations of mixed-initiative design which relies on simple but
brilliant map sketches which helps to counter user fatigue and designer's, The
former is evaluated via a small-scale user study with industry experts and the
latter is evaluated via controlled experiments with no human interaction. this
then presented the Sentient Sketchbook, a tool which allows a designer to
create game levels via a computer-aided sketching interface. The tool helps
automate map evaluations for designers, visualizing them on-screen and
proposing alternative designs. A user study with industry experts demonstrated
the tool’s potential, this then attested to different instances in which map
suggestions can prove to be useful and help provide important feedback in which
will then help put out future additions to the Sentient Sketchbook.
Level design in dungeon
generation for 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 its 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. Mechanic Miner: Reflection-Driven Game Mechanic Discovery and Level
Design. With more research we found that Procedural content
generation (PCG) is an area of high activity both in academia and also within
game development, this is the ability to create and generate high quality
content on demand in huge volumes which can and will improve the quality of the
game. This has also made it possible for new types of game dependent on their
ability to create content in this manner, Many PCG tend to focus on the
generation of consumable data which could be the levels, quests, items you pick
up, the story line and even the terrain itself. Through all this we then looked
at the automatic Generation of Game Mechanics and in games the Reflection is
the ability of a programming language to inspect itself at runtime, this gives
some runtime allowing for the creation of new classes which has fields and methods,
the code has a list of objects, if foo is one player at X position and the
player moves after using m the their position at X will not return the original
value and then apply m-1 as if it was changed or modified by the player moving
or changing direction. Next, we investigated 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 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.
Automated video game
AI-Driven and Game Level Creation 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 its 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. Then we looked at Procedural Content creation is when
there is an algorithmic generation of video game assets created by artists and
it has started to become even more increasingly important for today’s video
game industry, So this automation doesn’t only provide this but also provides a
way to help produce more content which helps within the typical game
development process in which these design elements are and always have been the
building blocks which are used by the game to help to construct levels in video
games. Games like 2D platformer Super Mario Bros and the other is an
exploration-adventure game similar to The Legend of Zelda are but some of the
examples where this is used with these encodings, to find out how fun a level
is we use a generic model of challenge-based fun and the this model is applied
to generated levels of both 2 and 3d games, which show that this is indeed
useful and likely to be widely applicable.
Conclusion
The whole idea that games are easy to
make is not true, level design can take its time without the use of apps, it
was found that in conclusion things need to be made easier which is why we requires
things like apps and extensions that do a lot of the work for us by generating
maps or levels to help quickly design a better game and save you a lot of time
spent on putting them together over and over, having assets helps a lot with designing
too as it allows the designer to not have to go remodel things and saves a lot
of time that would have been used on design work, lastly having found the
patterns within video games we can now have vast libraries in which we can now
pluck from and make a game, all and all this makes the process a much easier
way of doing things and has helped revolutionise the game level designing
industry and is why companies can now produce games a lot quicker than they could
before all thanks to how people have helped over the years with the forums. But
we are not there yet with it and there will be more research needed in the
future to get this perfect.
Citations
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
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
Sol
Author: Whitson John Kirk III
Identifier RPGDesignPatterns91309
Identifier-ark ark:/13960/t4km0n36g
Ocr ABBYY FineReader 8.0
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Scanner Internet Archive HTML5 Uploader 1.2
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.
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