Procedural generation of cave-like maps for 2D top-down games

Detalhes bibliográficos
Autor(a) principal: Freitas, Vinicius Milani Rodrigues de
Data de Publicação: 2021
Tipo de documento: Trabalho de conclusão de curso
Idioma: por
Título da fonte: Repositório Institucional da UFRGS
Texto Completo: http://hdl.handle.net/10183/224871
Resumo: Procedural Content Generation (PCG) has been extensively used in game design. With it, game content can be created automatically with limited or indirect user input. This application of PCG is important in lowering the cost and time-consumption of game design, specially in current years since the video-game industry has been experiencing a dramatic growth over the last decades. The objective of this work is to create a system that generates cave-like maps for 2D top-down games, which can serve as a blueprint for game designers to build upon on the future. Additionally, the work intends to evaluate if the generated maps have a set of qualities to make them be perceived as good or desirable by players. The system was developed in the Unity Game Engine, utilizing the C# language and a combination of algorithms, that are presented and explained in this work. In order to evaluate the maps, criteria on what makes a good map were researched, and then applied a survey to test if the generated maps satisfied said criteria. A pretest questionnaire was made and answered by 23 participants, its results were used to develop an improved version of it, which was then answered by 163 participants. Finally, 9 out of 12 questions of the survey have reached their desired result.
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spelling Freitas, Vinicius Milani Rodrigues deBarone, Dante Augusto CoutoCarvalho, Leonardo Filipe Batista Silva de2021-07-31T04:41:28Z2021http://hdl.handle.net/10183/224871001129173Procedural Content Generation (PCG) has been extensively used in game design. With it, game content can be created automatically with limited or indirect user input. This application of PCG is important in lowering the cost and time-consumption of game design, specially in current years since the video-game industry has been experiencing a dramatic growth over the last decades. The objective of this work is to create a system that generates cave-like maps for 2D top-down games, which can serve as a blueprint for game designers to build upon on the future. Additionally, the work intends to evaluate if the generated maps have a set of qualities to make them be perceived as good or desirable by players. The system was developed in the Unity Game Engine, utilizing the C# language and a combination of algorithms, that are presented and explained in this work. In order to evaluate the maps, criteria on what makes a good map were researched, and then applied a survey to test if the generated maps satisfied said criteria. A pretest questionnaire was made and answered by 23 participants, its results were used to develop an improved version of it, which was then answered by 163 participants. Finally, 9 out of 12 questions of the survey have reached their desired result.A Geração Procedural de Conteúdo (PCG) tem sido amplamente utilizada no design de jogos eletrônicos. Com sua utilização, o conteúdo de um jogo pode ser criado automati camente, através do uso de entradas de usuário limitadas ou indiretas. Esta aplicação de PCG faz-se importante para reduzir o custo e o consumo de tempo do design de jogos, especialmente nos anos atuais, já que a indústria de videogames sofreu um crescimento significativo nas últimas décadas. O objetivo deste trabalho é criar um sistema que gere mapas semelhantes a cavernas para jogos 2D top-down, que podem servir como uma base de desenvolvimento para designers de jogos. Além disso, o trabalho pretende avaliar se os mapas gerados possuem um conjunto de qualidades para que sejam percebidos como bons ou desejáveis pelos jogadores. O sistema foi desenvolvido utilizando-se do motor de jogos Unity, da linguagem C# e de uma combinação de algoritmos, que são apresen tados e explicados neste trabalho. Para avaliar os mapas, pesquisou-se por critérios sobre o que constitui um bom mapa e, em seguida, uma pesquisa foi realizada através de um questionário para testar se os mapas gerados satisfazem esses critérios. Um questionário de pré-teste foi aplicado e respondido por 23 participantes, seus resultados foram utiliza dos no desenvolvimento de uma versão aperfeiçoada deste, que foi respondida por 163 participantes. Por fim, 9 das 12 questões alcançaram seus resultados desejados.application/pdfporJogo eletrônicoGeração proceduralDungeonUnityCaveProcedural generation of cave-like maps for 2D top-down gamesGeração procedural de mapas de cavernas para jogos 2D top-down info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/bachelorThesisUniversidade Federal do Rio Grande do SulInstituto de InformáticaPorto Alegre, BR-RS2021Ciência da Computação: Ênfase em Engenharia da Computação: Bachareladograduaçãoinfo:eu-repo/semantics/openAccessreponame:Repositório Institucional da UFRGSinstname:Universidade Federal do Rio Grande do Sul (UFRGS)instacron:UFRGSTEXT001129173.pdf.txt001129173.pdf.txtExtracted Texttext/plain77757http://www.lume.ufrgs.br/bitstream/10183/224871/2/001129173.pdf.txt00ee154ccf9065adce39666fb3c5f9b3MD52ORIGINAL001129173.pdfTexto completo (inglês)application/pdf3696918http://www.lume.ufrgs.br/bitstream/10183/224871/1/001129173.pdffdfc626a9bfa0576909c3564b6ec663dMD5110183/2248712021-08-18 04:44:56.862389oai:www.lume.ufrgs.br:10183/224871Repositório de PublicaçõesPUBhttps://lume.ufrgs.br/oai/requestopendoar:2021-08-18T07:44:56Repositório Institucional da UFRGS - Universidade Federal do Rio Grande do Sul (UFRGS)false
dc.title.pt_BR.fl_str_mv Procedural generation of cave-like maps for 2D top-down games
dc.title.alternative.pt.fl_str_mv Geração procedural de mapas de cavernas para jogos 2D top-down
title Procedural generation of cave-like maps for 2D top-down games
spellingShingle Procedural generation of cave-like maps for 2D top-down games
Freitas, Vinicius Milani Rodrigues de
Jogo eletrônico
Geração procedural
Dungeon
Unity
Cave
title_short Procedural generation of cave-like maps for 2D top-down games
title_full Procedural generation of cave-like maps for 2D top-down games
title_fullStr Procedural generation of cave-like maps for 2D top-down games
title_full_unstemmed Procedural generation of cave-like maps for 2D top-down games
title_sort Procedural generation of cave-like maps for 2D top-down games
author Freitas, Vinicius Milani Rodrigues de
author_facet Freitas, Vinicius Milani Rodrigues de
author_role author
dc.contributor.author.fl_str_mv Freitas, Vinicius Milani Rodrigues de
dc.contributor.advisor1.fl_str_mv Barone, Dante Augusto Couto
dc.contributor.advisor-co1.fl_str_mv Carvalho, Leonardo Filipe Batista Silva de
contributor_str_mv Barone, Dante Augusto Couto
Carvalho, Leonardo Filipe Batista Silva de
dc.subject.por.fl_str_mv Jogo eletrônico
Geração procedural
topic Jogo eletrônico
Geração procedural
Dungeon
Unity
Cave
dc.subject.eng.fl_str_mv Dungeon
Unity
Cave
description Procedural Content Generation (PCG) has been extensively used in game design. With it, game content can be created automatically with limited or indirect user input. This application of PCG is important in lowering the cost and time-consumption of game design, specially in current years since the video-game industry has been experiencing a dramatic growth over the last decades. The objective of this work is to create a system that generates cave-like maps for 2D top-down games, which can serve as a blueprint for game designers to build upon on the future. Additionally, the work intends to evaluate if the generated maps have a set of qualities to make them be perceived as good or desirable by players. The system was developed in the Unity Game Engine, utilizing the C# language and a combination of algorithms, that are presented and explained in this work. In order to evaluate the maps, criteria on what makes a good map were researched, and then applied a survey to test if the generated maps satisfied said criteria. A pretest questionnaire was made and answered by 23 participants, its results were used to develop an improved version of it, which was then answered by 163 participants. Finally, 9 out of 12 questions of the survey have reached their desired result.
publishDate 2021
dc.date.accessioned.fl_str_mv 2021-07-31T04:41:28Z
dc.date.issued.fl_str_mv 2021
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