Simpósio Latino-Americano de Jogos
Gerando Cenários Procedurais Adaptáveis em Um Jogo Mobile
Kévin C. de Sá, Matheus H. Wichman, Márcio G. Martins, Cristiano A. da Costa
Resumo
This paper’s goal is to describe the implementation of a
procedural content generation (PCG) method for
adaptable sceneries, corresponding to the player's
abilities. This method was applied in a game of the
Endless Runner genre, for the iOS platform. This
resulted in a procedural game that adjusts itself
according to the player’s skills in-game, having both
simple/easy game levels for beginners and
difficult/complex game levels for the more experienced
ones. Finally, we conducted an experiment that
consisted on users playing and testing the game for a
few times, then they had to answer a quick survey,
adopting the Likert concept, about the game’s
acceptance overall and the efficiency of the procedural
content generation method proposed on this paper. The
results showed that the method succeeded on its
objectives, which were to generate balanced and
diverse scenario segments that adjusts themselves to
the player’s skill level.
Palavras-chave
geração procedural, mobile, games.
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