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Advisor(s)
Abstract(s)
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.
Description
Keywords
Procedural content generation Games Tower defense Roguelite
Citation
Dias, Diogo Miguel P.L.; Sousa, João Paulo; Barroso, Bárbara; Barbedo, Inês (2022). A novel procedural content generation algorithm for tower defense games. In ICACS '22: Proceedings of the 6th International Conference on Algorithms, Computing and Systems. p.1-7. ISBN 978-1-4503-9740-7