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Orientador(es)
Resumo(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.
Descrição
Palavras-chave
Procedural content generation Games Tower defense Roguelite
Contexto Educativo
Citação
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
