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Honey, I'm Home: An Adventure Game with Procedurally Generated Narrative Puzzles

机译:亲爱的,我在家:一个冒险游戏,具有程序生成的叙事谜题

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We present Honey, I'm Home, a short 2D adventure game which makes use of the SPHINX framework for procedurally generating narrative puzzles. The player guides the protagonist, a journalist for a local newspaper, through four game areas, interacting with numerous characters and objects along the way. The player must solve puzzles to complete each area, combining objects and interacting with characters in the game. The procedural generation of puzzles ensures that while the gameworld remains largely identical between replays, the puzzles encountered are different. The aim of Honey, I'm Home was to serve as a tool for our two-fold evaluation of the SPHINX algorithm, from its functionality in game development, as well as its effect on player experience. To this end a small user study was also conducted on Honey, I'm Home.
机译:我们呈现蜂蜜,我是家,一个短的2D冒险游戏,它利用了狮身人面像框架的程序性地生成叙事拼图。 玩家通过四个游戏区域引导主角,一份用于当地报纸的记者,沿途与众多角色和物体进行交互。 播放器必须解决难题以完成每个区域,将对象组合并与游戏中的字符交互。 谜题的程序生成确保在重放之间的游戏世界之间仍然很大程度上相同,但遇到的谜题是不同的。 蜂蜜的目的,我是家的是作为我们的双倍评估Sphinx算法的工具,从其在游戏开发中的功能,以及它对玩家体验的影响。 为此,还在蜂蜜上进行小型用户学习,我是家。

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