DocumentCode :
2994135
Title :
Procedural generation of story-driven maps
Author :
Matthews, Elizabeth A. ; Malloy, Brian A.
Author_Institution :
Sch. of Comput., Clemson Univ., Clemson, SC, USA
fYear :
2011
fDate :
27-30 July 2011
Firstpage :
107
Lastpage :
112
Abstract :
In this paper, we present the design and preliminary implementation of a technique for generating maps for story-driven video games. The technique enables a game developer to build a map with cities and towns strategically placed so that they align with constraints specified by the developer, consistent with the story driving the game. These constraints address issues about cities, towns and other objects in the environment, such as number, distance, direction, navigation and placement. The technique also coherently fills the area around the city or town with appropriate terrain to encourage or discourage navigation, whichever is appropriate within the context of the story. Our preliminary implementation can potentially build a boundless array of maps for whole continents and we describe future work that entails construction of worlds in two or three dimensions.
Keywords :
terrain mapping; game developer; procedural generation; story driven maps; video games; Cities and towns; Continents; Engines; Games; Physics; Tiles; XML; Generative/Procedural content generation; cities; content generation tools; terrains; towns;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Computer Games (CGAMES), 2011 16th International Conference on
Conference_Location :
Louisville, KY
Print_ISBN :
978-1-4577-1451-1
Type :
conf
DOI :
10.1109/CGAMES.2011.6000324
Filename :
6000324
Link To Document :
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