• 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