Shape grammars for level generation in an action RPG game
Thesis title in Czech: | Tvarové gramatiky pro generování levelů v akční RPG hře |
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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 |