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Visual generative behavior patterns to facilitate game development

机译:视觉生成的行为模式有助于游戏开发

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The worldwide videogame and interactive entertainment industry revenue is expected to reach over $50 billion in 2009 [2]. The majority of the effort in game development revolves around content creation and many resources are spent on it. Game companies construct or buy a set of content creation tools to aid the designers in their work. However, these tools only focus on the artwork, interfaces, game levels, and so on but none of them really focus on the content which is related to the gameplay or the game story, that is, the dynamic aspect of the game. Creating this story-related content, namely the scripts for the behavioral aspect in computer games, and translating this into appropriate program code is a very difficult task. For complex scripting, the developer has to resort to manually write code using scripting languages (i.e. Lua or Python). Furthermore, these languages are not tailored for games which also do not make them easier. Over the years, game developers have come up with many predefined (parts of) solutions to improve the development process [1][3]. In addition, in practice, people are also trying to avoid writing long scripts by using existing scripts and customizing them to fit their needs.
机译:2009年,全球视频游戏和互动娱乐行业的收入预计将超过500亿美元[2]。游戏开发中的大部分工作都围绕内容创建,并且许多资源都花在了内容上。游戏公司会构建或购买一套内容创建工具,以帮助设计人员进行工作。但是,这些工具仅专注于图稿,界面,游戏级别等,但没有一个真正专注于与游戏玩法或游戏故事相关的内容,即游戏的动态方面。创建与故事相关的内容(即计算机游戏中行为方面的脚本)并将其转换为适当的程序代码是一项非常困难的任务。对于复杂的脚本,开发人员必须求助于使用脚本语言(例如Lua或Python)手动编写代码。此外,这些语言不是为游戏量身定制的,这也不会使其变得更容易。多年来,游戏开发人员提出了许多预定义的(部分)解决方案来改善开发过程[1] [3]。另外,在实践中,人们还试图通过使用现有脚本并对其进行自定义以满足自己的需求来避免编写冗长的脚本。

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