Abstract
This paper addresses the procedural generation of levels for collaborative puzzle-platform games. To address this issue, we distinguish types of multiplayer interaction, focusing on two-player collaboration, and identify relevant game mechanics for a puzzle-platform game, addressing player movement, interaction with moving game objects, and physical interaction involving both players. These are further formalized as game design patterns. To test the feasibility of the approach, a level generator has been implemented based on a rule-based approach, using the existing tool called Ludoscope and a prototype game developed in the Unity game engine. The level generation procedure results in over 3.7 million possible playable level variations that can be generated automatically. Each of these levels encourages or even requires both players to engage in collaborative gameplay.
Original language | English |
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Title of host publication | GAME-ON' 2015 |
Subtitle of host publication | 16th International Conference on Intelligent Games and Simulation |
Editors | Sander Bakkes, Frank Nack |
Place of Publication | Amsterdam |
Publisher | Eurosis |
Pages | 87-93 |
Number of pages | 7 |
ISBN (Print) | 9789077381915 |
Publication status | Published - 2 Dec 2015 |
Event | GAME ON' 2015: 16th International Conference on Intelligent Games and Simulation - University of Amsterdam, Amsterdam, Netherlands Duration: 2 Dec 2015 → 4 Dec 2015 Conference number: 16 https://www.eurosis.org/cms/files/proceedings/GAMEON/GAMEON2015contents.pdf |
Conference
Conference | GAME ON' 2015 |
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Abbreviated title | GAME ON' 2015 |
Country/Territory | Netherlands |
City | Amsterdam |
Period | 2/12/15 → 4/12/15 |
Internet address |