Abstract

Computer gaming is a key component of the rapidly growing entertainment industry. Computer games are a multi-billion pound worldwide part of the entertainment industry. However, they are a relatively new type of software product and as such the manner in which they are designed and developed is still evolving. Computer games can be highly complex software systems that involve the expertise of a wide range of professionals ranging from programmers to animators, artists and musicians. When designing computer games, new game concepts can be difficult to communicate. In addition, the creative process could be benefited if game design ideas were capable of being shared widely and discussed. In this paper, we are to some extent shifting the focus from real world situation to what we shall term game world situation. That is, a logically simulated environment is created by defining situations and events based on the hierarchy structure of the situation. Our study defines event type, causality events and event normalization, and aims to develop a logical simulation method. These methods allow us to understand the communication of new game environment design. Specially, the introduction of the definition of events allows us to approach game design in a structural manner rather than by their classification. The proposed method was implemented in the context of changing among natural phenomena in a game environment.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.