Procedurální tvorba světů pro hru Metroidvania v herním enginu Unity
Thesis title in Czech: | Procedurální tvorba světů pro hru Metroidvania v herním enginu Unity |
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Thesis title in English: | Procedural Creation of Metroidvania Game Worlds in Unity |
Key words: | vývoj her|procedurální generování obsahu|metroidvania |
English key words: | game development|procedural content generation|metroidvania |
Academic year of topic announcement: | 2023/2024 |
Thesis type: | diploma thesis |
Thesis language: | |
Department: | Department of Software and Computer Science Education (32-KSVI) |
Supervisor: | Mgr. Vojtěch Černý |
Author: | Bc. Jan Kutálek - assigned and confirmed by the Study Dept. |
Date of registration: | 26.01.2024 |
Date of assignment: | 26.03.2024 |
Confirmed by Study dept. on: | 01.04.2024 |
Guidelines |
Cílem práce je vytvořit funkční generátor světů (levelů) pro hru stylu Metroidvania, tedy žánru 2D plošinovka se získáváním "power-upů", které postupně zpřístupňují hráči další a další oblasti. Pro demonstraci generátoru si student vytvoří vlastní herní prototyp, ve kterém jej bude demonstrovat. |
References |
Short, T., & Adams, T. (Eds.). (2017). Procedural generation in game design. CRC Press.
Shaker, N., Togelius, J., & Nelson, M. J. (2016). Procedural content generation in games. Ashmore, C. (2006). Key and Lock Puzzles in Procedural Gameplay. Georgia Institute of Technology Stalnaker, T. (2020). Procedural Generation of Metroidvania Style Levels. 73. Smith, T., Padget, J., & Vidler, A. (2018, August). Graph-based generation of action-adventure dungeon levels using answer set programming. In Proceedings of the 13th International Conference on the Foundations of Digital Games (pp. 1-10). Oliveira, B. P., Franco, A. D. O. D. R., da Silva, J. W. F., Gomes, F. D. C., & Maia, J. G. R. (2020). A framework for metroidvania games. Proceedings of SBGames, 836-844. Dormans, J. (2010, June). Adventures in level design: generating missions and spaces for action adventure games. In Proceedings of the 2010 workshop on procedural content generation in games (pp. 1-8). Shaker, N., Nicolau, M., Yannakakis, G. N., Togelius, J., & O'neill, M. (2012, September). Evolving levels for super mario bros using grammatical evolution. In 2012 IEEE Conference on Computational Intelligence and Games (CIG) (pp. 304-311). IEEE. Cook, M., Colton, S., & Gow, J. (2016). The angelina videogame design system—part i. IEEE Transactions on Computational Intelligence and AI in Games, 9(2), 192-203. Schell, J. (2008). The Art of Game Design: A book of lenses. CRC press. Brown, A., Conallen, J., & Tropeano, D. (2005). Models, Modeling, and Model-Driven Architecture (MDA), chapter Introduction. Kazemi D., Spelunky Generator Lessons. (n.d.). https://tinysubversions.com/spelunkyGen/ Victory S., Cyclic Dungeon Generation by Sersa Victory. itch.io. (n.d.). https://sersavictory.itch.io/cyclic-dungeon-generation |