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Text to Adventure Game

Text to Adventure Game. Ross Berkland. The Valley. was far but. Frobo. needed to reach it if he was to. slay the dragon. Do something. Problem statement. Extend the text to scene concept. Generating a map from its textual description. Creating virtual characters based on the text.

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Text to Adventure Game

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  1. Text to Adventure Game Ross Berkland

  2. The Valley was far but Frobo needed to reach it if he was to slay the dragon . Do something.

  3. Problem statement • Extend the text to scene concept. • Generating a map from its textual description. • Creating virtual characters based on the text. • Replicating the events of a story as game goals. • Automating game development. • Separate game description/story from actual implementation. • Rapid prototyping tool.

  4. Evaluation • User testing • Accuracy of map • Accuracy of characters • Accuracy of goals • Technological rating • Control and interface rating • Additional comments

  5. Textual annotations The Valley was far but Frobo needed to reach it if he was to slay the dragon . <Regionname=“The Valley”/> was far but <Charactername=“Frobo” /> needed to reach it if he was to slay the < Charactername=“dragon” position=“The Valley”>.

  6. Maps • 2 Dimensional array of cells Height Object Surface Resource

  7. Map generator components Regions Paths • Radius • Coordinates • Min & max height • Jaggy • Surface • Object/Resource • Density • Start & end coordinates • Jaggy • Width • Surface

  8. Regions Radius = 0.1 Coordinate = (0.2, 0.3) Min & max height = (-10.0) – (-2.0) Min & max height = 0.0 – 30.0 Jaggy = 0.2 Jaggy = 0.4 Object/Resource = 0 Object/Resource = 3 Surface = 1 Density = 50

  9. Paths • Recursive subdivision algorithm.

  10. Paths • Smoothing algorithm • Average of heights

  11. Map evaluation Likert statement: Results: The game map accurately matched the description of the world in the story. 4.5 Mean:

  12. Character tree Character Tree Trolls Faction Humans Frobo Character

  13. Character tree annotations <factionvalue=“humans" type=“playable" team=“0"/> <charactername=“Frobo" faction=“humans" startingposition="{54, 80}" model=“swordman"/> <factionvalue=“dragons" type=“ai“ ai_enabled=“true” team = “1"/> <charactername=“Dragon" faction=“dragons" startingposition=“The Valley" model=“dragon"/>

  14. Character evaluation Likert statement: Results: The characters in the game accurately represented the characters in the story. 4.1 Mean:

  15. Goals and events Goal: Frobo must reach the valley. Trigger : Character has moved Condition : Is character in Valley? Action : Character must find dragon <unitMoved> if (unitNearPosition(‘Frobo’, 5, {30,40})) then showSimpleMessage (“Now you must find the dragon.”, Congratulations!”) end </unitMoved> <unitMoved> Do something. if (unitNearPosition (‘Frobo’, 5, {30, 40})) then showSimpleMessage (“Now you must find the dragon.”, Congratulations!”)

  16. Another example Goal: Frobo must slay the dragon. Trigger : A character has died Condition : Character is the dragon Action : Player has won the game <unitDied> if (lastDeadUnit() == ‘Dragon’) then setPlayerAsWinner(0) endGame() end </unitDied> <unitDied> Do something. If (lastDeadUnit() = ‘Dragon’) then setPlayerAsWinner(0) endGame()

  17. Character evaluation Likert statement: Results: The events described in the story are accurately recreated in the game. Do something. 4.2 Mean:

  18. Scenario Annotations Do something. Scenario • Different games stored centrally • Games share resources • Saves physical memory

  19. More evaluation Likert statement: Results: Please rate the game technologically. 3.4 Mean:

  20. More evaluation Likert statement: Results: Please rate the interface and control scheme. 3.9 Mean:

  21. Interpreting the results Do something. 4.02 Overall score: • Learn about text to game system • Learn about process of evaluating such as system

  22. Demo The Valley was far but Frobo needed to reach it if he was to slay the dragon .

  23. Conclusion Problem Statement • Extend the text to scene concept. • Generating a map from its textual description. • Creating virtual characters based on the text. • Replicating the events of a story as game goals. • Automating game development. • Separate game description/story from actual. implementation. • Rapid prototyping tool.

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