1 / 11

Textual Based Generation of Adventure Games

Textual Based Generation of Adventure Games. Scene to Adventure Game. Ross Berkland Supervisor: Professor Shaun Bangay. Introduction. Extension of text-to-scene system. Extracts key concepts from a fiction book and uses these to generate an adventure game world.

molly
Télécharger la présentation

Textual Based Generation of Adventure Games

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Textual Based Generation of Adventure Games Scene to Adventure Game Ross Berkland Supervisor: Professor Shaun Bangay

  2. Introduction • Extension of text-to-scene system. • Extracts key concepts from a fiction book and uses these to generate an adventure game world. • This is done by annotating the text with tags. • And then incorporating these demarcated constraints into the game.

  3. Resources • Freely available GLEST engine • OpenGL based game engine • Blender 3D modelling package • Custom plugins to handle content • Makes use of Python scripts

  4. Previous Work • Text-to-Scene Systems. • Use constraint systems to incorporate key concepts of text into a computer generated scene. (e.g. WordsEye) • Work done by Shaun Bangay and Kevin Glass • Extended to generate animated scenes with character movement and actions.

  5. Primary Goals • Creating the environment and terrain • Creating a suitable constraint system • Must be able to handle constraint interdependency • Incorporate story events as game goals • Associate behavior with characters • Extract and incorporate dialogue • Through the use of speaker identification techniques

  6. More Goals • Implement NPCs (Non-Player Characters) • Artificial Intelligence dependent characters • Add multiplayer functionality • Allows multiple players to exist in the game world at one time

  7. Approach • Discover suitable annotation method • Analyze various constraint systems • Familiarity with game engine • Investigation of game manual • Creating the world • Generic game world for testing • Managing the constraints • Take time intervals into account • Deals with characters and objects

  8. Approach Continued • Implementation • Incorporate constraints into game engine • Create data structures as abstracts of characters and objects • Attributed these with various constraints • Possible Advancements • NPCs • Attribute NPCs with characters details from text • Multiplayer • Assert story consistencies across players computers

  9. Evaluation • Primary goal is that of setting up a game world consistent with that specified in the text. • Player must recognise the realm and its various aspects (characters, places and objects) • Incorporate AI and multiplayer functionality

  10. Outcomes • Simplify and speed up adventure game development • Allow game developers to focus on creativity • Give players the ability to modify their favourite stories in any way they see fit

More Related