Abstract

Objectives: To build a video game that implementing procedural content generation with a first-person shooter genre and using the newest gaming hardware technology, i.e. Virtual Reality. Methods: Some steps being incorporated in this study, starting from designing the video game, implementing the Procedural Content Generation and Grammars methods, implementing the game level generation, and evaluating the results using Game User Experience Satisfaction Scale (GUESS) and Procedural Content Generation (PCG) evaluation techniques. Findings: DISDAIN was successfully built using Grammars to generate the story and Room Generation Algorithm and Corridor Generation Algorithm to generate the maze-like game space. The game was evaluated by using the GUESS questionnaire which results on 77% satisfaction scale. Application/Improvements: The technique can be adapted to other heavy content games to reduce the production cost. Keywords: Corridor Generation, Game User Experience Satisfaction Scale (GUESS), Grammars, Room Generation, Virtual Reality

Highlights

  • Video game is one form of media entertainment that require user to interact with an electronic device, a digital media played by using the computer, console, or mobile phone[1]

  • Based on the research that had been done to design and develop a first person shooter game with procedural content generation based on virtual reality technology, the following are conclusions that can be drawn from the result

  • Implementing the grammars by setting up the symbol and rules and calling the symbols and rules when a story requires to be generated, the objective result will be given to the level generator to generate the game space that is fitting for the objective, and

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Summary

Introduction

Video game is one form of media entertainment that require user to interact with an electronic device, a digital media played by using the computer, console, or mobile phone[1]. Everyday millions of people around the world play all sort of video game like Farmville, World of Warcraft, Call of Duty, The Sims, and Starcraft[2]. That is why content within video game is important to keep people engaged[2], the demand for better content keep increasing to the point where it is impossible to measure the budget needed to create such content[3]. One of the solutions to this problem is to implement Procedural Content Generation in a game[4]. Procedural Content Generation (PCG) is a method where computer generate content by using a certain algorithm[5]. This method first appeared in the year 1980 by Michael Toy and Glenn Wichman’s6. Despite all efforts reduce the cost of development to create content there are not a lot of researchers conducted regarding this topic[7]

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