Episode: A dynamically generated single playthrough environment

Replayability is one of the most important value of a game. One way to increase replayability is by dynamically generating game storylines. However, previous approaches randomly connect from one plot to another thus producing several implications and illogical stories. This research addresses the pr...

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Bibliographic Details
Main Authors: Bables, Marvin Neil, Binas, Vincent
Format: text
Language:English
Published: Animo Repository 2015
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Online Access:https://animorepository.dlsu.edu.ph/etd_bachelors/5495
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Institution: De La Salle University
Language: English
Description
Summary:Replayability is one of the most important value of a game. One way to increase replayability is by dynamically generating game storylines. However, previous approaches randomly connect from one plot to another thus producing several implications and illogical stories. This research addresses the problems by developing a planner that can dynamically generate a logical single playthrough storyline. An object based model is also implemented to define the elements to be included in the story plan, such as objects and locations. The said model acts as an initialization for the elements of the game state. The resulting plan is represented by an RPG Minecraft mod. Test results and user assurance tests showed that Episode planner runs faster in larger models and produces more logical game quest sequences than the STRIPS Planner.