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  • A novel procedural content generation algorithm for tower defense games
    Publication . Dias, Diogo Miguel P.L.; Sousa, João Paulo; Barroso, Bárbara; Barbedo, Inês
    The purpose of this article is to present a procedural content gen- eration algorithm for tower defense games. The algorithm was developed for an isometric tower-defense game with roguelite ele- ments. This algorithm can generate content that improves replaya- bility by generating surprising new levels according to the expected gameplay in this game genre. Each time that the player starts a new game he is faced with new generated road maps, enemies, and spawn points. Finally, we made a playtest session to evaluate several aspects of the algorithm and of the game, such as the levels and enemies’ generation, gameplay, performance, and others.
  • A rule based procedural content generation system
    Publication . Oliveira, Gonçalo; Almeida, Lucas; Sousa, João Paulo; Barbedo, Inês; Barroso, Bárbara
    This paper introduces new ways and experimental results of procedural content generation (PCG) for natural objects (such as terrain, biomes, river, and vegetation), with special attention to the game design and aesthetic visualization. Our solution allows us to define a set of rules to control the content generation in order to meet the requirements of game design and level design teams. In this paper we focused on the content generation for natural environments and used the PCG in 3rd person open-world adventure game implemented in Unity. A playtesting has been done and the results are analyzed.