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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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