Procedural Content Generation for a Web-Based Motion Game to Increase the Variation and Progression of the Game
Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
Computer games have always become more and more advanced. One of the biggest reasons to its rapid evolution is the use of procedural content generation (PCG), which is used to generate game content automatically. However, there is one type of games that is more unexplored when it comes to PCG, namely motion games. Motion games are games where the player interacts with the game by moving his own body rather than using a gamepad, mouse or keyboard. Thanks to that, motion games are a healthier alternative to regular games, and this thesis therefore explores the possibilities to use PCG to develop more exciting motion games. The focus lies on achieving variation and progression since both of those are important concepts closely related to PCG. An exploratory case study is also conducted to examine how the derived guidelines work in a real game. The result concluded is that the guidelines seem to work well, but that all of them are not easily adapted to every game. Different game genres therefore call for different guidelines to be used.
Place, publisher, year, edition, pages
2016. , 36 p.
Procedural content generation, PCG, Motion games, Web-Based, Variation, Progression
Computer and Information Science
IdentifiersURN: urn:nbn:se:liu:diva-124727ISRN: LIU-IDA/LITH-EX-A--16/004--SEOAI: oai:DiVA.org:liu-124727DiVA: diva2:902660
Subject / course
2016-01-29, Allen Newell, Linköpings universitet, Linköping, 09:00 (English)
Berglund, Aseel, University lecturerBerglund, Erik, Senior lecturer
Åberg, Johan, University lecturer