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Procedural Generation of Narrative Puzzles in Adventure Games: The Puzzle-Dice System

机译:冒险游戏中叙事难题的程序生成:拼图 - 骰子系统

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摘要

This project tackles procedural generation of narrative puzzles found in adventure games. The challenge is not only generating the puzzles in games which traditionally only have one walkthrough, but also making the development process accessible to designers. Given that the goal is to make these games playable and easy to develop, the focus of this project is facilitating the immediate development of these games. This paper describes the system of procedural generation of one game, Symon, which was the reference and inspiration for a standalone toolset, the Puzzle Dice System to create other adventure games with procedurally generated puzzles. The toolset has been put to the test with another game, Stranded in Singapore, and it is still being expanded and improved on at the moment of writing.
机译:该项目解决了冒险游戏中程序产生的叙事难题。挑战不仅是在传统上只有一个演练的游戏中产生谜题,而且还要使设计人员可以访问开发过程。鉴于目标是使这些游戏具有可玩性和易于开发性,因此该项目的重点是促进这些游戏的即时开发。本文介绍了一个游戏的程序生成系统Symon,这是一个独立的工具集“益智骰子系统”的参考和灵感,它可以使用程序生成的谜题创建其他冒险游戏。该工具集已与另一游戏(在新加坡搁浅)进行了测试,并且在撰写本文时仍在扩展和改进。

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