Thesis (Selection of subject)Thesis (Selection of subject)(version: 368)
Thesis details
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Shape grammars for level generation in an action RPG game
Thesis title in Czech: Tvarové gramatiky pro generování levelů v akční RPG hře
Thesis title in English: Shape grammars for level generation in an action RPG game
Key words: tvarové gramtiky|generování úrovní|procedurální tvorba obsahu|procedurální modelování|role-playing hry
English key words: shape grammars|level generation|procedural content generation|procedural modeling|role-playing games
Academic year of topic announcement: 2021/2022
Thesis type: diploma thesis
Thesis language: angličtina
Department: Department of Software and Computer Science Education (32-KSVI)
Supervisor: Mgr. Vojtěch Černý
Author: hidden - assigned and confirmed by the Study Dept.
Date of registration: 09.03.2022
Date of assignment: 09.03.2022
Confirmed by Study dept. on: 26.04.2022
Date and time of defence: 06.09.2023 09:00
Date of electronic submission:14.07.2023
Date of submission of printed version:14.07.2023
Date of proceeded defence: 06.09.2023
Opponents: RNDr. David Bednárek, Ph.D.
 
 
 
Guidelines
The goal of this thesis is to create an action role-playing game with procedurally generated levels.

The gameplay will be similar to Dark Souls, meaning viewed from the 3rd person, real-time and combat-focused. The player will be able to fight enemies, collect items, explore and interact with objects in the environment.


The procedural level generator will use a grid-based shape grammar to create mainly medieval buildings with both exteriors and interiors. Productions of the grammar will be guided by a heuristic with a domain specific knowledge of level design. The user of the generator will be able to customize the grammar to control the output. The primitives used by the grammar will be defined modularly to allow simple creation of new rules.
References
Bakkes, Sander & Dormans, Joris. (2010). Involving player experience in dynamically generated missions and game spaces. 11th International Conference on Intelligent Games and Simulation, GAME-ON 2010.

Hamilton, William. (2019). Procedural Generation of Three-Dimensional Game Levels with Interior Architecture. Master's thesis - Carleton University
DOI:https://doi.org/10.22215/etd/2019-13509

Valdemar Ribbing, Laban Melander. (2016). Examining the Souls’s Series Level Design. Bachelor’s Thesis in Game Design - Uppsala University
Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-295989

Michael Schwarz and Pascal Müller. 2015. Advanced procedural modeling of architecture. ACM Trans. Graph. 34, 4, Article 107 (August 2015), 12 pages. DOI:https://doi.org/10.1145/2766956

Müller, Pascal & Wonka, Peter & Haegler, Simon & Ulmer, Andreas & Van Gool, Luc. (2006). Procedural Modeling of Buildings. ACM Trans. Graph.. 25. 614-623. 10.1145/1141911.1141931.

Thomas Grasl and Athanassios Economou. (2014). Towards controlled grammars - Approaches to automating rule selection for shape grammars
Retrieved from http://papers.cumincad.org/cgi-bin/works/2015%20+dave=2:/Show?ecaade2014_038
 
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