Adaptive generated encounters in a rogue-like role-playing video game
Thesis title in Czech: | Adaptivní generování střetů v počítačové rogue-like RPG hře |
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Thesis title in English: | Adaptive generated encounters in a rogue-like role-playing video game |
Key words: | procedurální generování obsahu|počítačové hry|hry na hrdiny |
English key words: | procedural content generation|computer games|role playing games |
Academic year of topic announcement: | 2021/2022 |
Thesis type: | Bachelor's thesis |
Thesis language: | angličtina |
Department: | Department of Software and Computer Science Education (32-KSVI) |
Supervisor: | Mgr. Vojtěch Černý |
Author: | Bc. Tomáš Guth Jarkovský - assigned and confirmed by the Study Dept. |
Date of registration: | 08.04.2022 |
Date of assignment: | 08.04.2022 |
Confirmed by Study dept. on: | 26.04.2022 |
Date and time of defence: | 07.02.2023 09:00 |
Date of electronic submission: | 06.01.2023 |
Date of submission of printed version: | 06.01.2023 |
Date of proceeded defence: | 07.02.2023 |
Opponents: | RNDr. Tomáš Holan, Ph.D. |
Guidelines |
When creating a video game, it is desirable to provide the player with a fun and challenging experience. But whenever there are a lot of player choices and playstyle options, every playthrough will provide a different level of difficulty and enjoyment.
The goal of the thesis is to create an RPG dungeon crawling game in the Unity engine and introduce an algorithm for procedural generation of adequately difficult enemy encounters. This algorithm will run simulated battles to test the difficulty, taking into account the player's strengths and weaknesses, and adequately adjust the battle parameters. The game with the algorithm will be further evaluated by human players to measure their enjoyment and perceived difficulty. |
References |
FREIKNECHT, J., & EFFELSBERG, W.. Procedural generation of multistory buildings with interior.
BUCKLEW, B: Data-Driven Engines of Qud and Sproggiwood SHAKER, Noor, Julian TOGELIUS and Mark J. NELSON. Procedural Content Generation in Games VANHATUPA, Juha-Matti. Guidelines for personalizing the player experience in computer role-playing games XUE, Su, Meng WU,John KOLEN, Navid AGHDAIE and Kazi A. ZAMAN. Dynamic Difficulty Adjustment for Maximized Engagement in Digital Games |