100 likes | 125 Views
Scene to Adventure Game. Textual Based Generation of Adventure Games. Ross Berkland Supervisor: Professor Shaun Bangay. Overview. Extension of text-to-scene system. Key concepts fiction book tagged with xml-style annotations. Annotated text used in generating the game world.
E N D
Scene to Adventure Game Textual Based Generation of Adventure Games Ross Berkland Supervisor: Professor Shaun Bangay
Overview • Extension of text-to-scene system. • Key concepts fiction book tagged with xml-style annotations. • Annotated text used in generating the game world.
Understanding of functionality • Some research done on automated game development • Glest engine makes use of xml fields to define game objects • Xml fields populated from annotations in text • Makes use of interactive narrative
System Structure System Annotated Text • Parser • File Generator Game Game Engine • File structure • Compiles game
Old Approach • Discover suitable annotation method • Analyze various constraint systems • Familiarity with game engine • Investigation of game manual • Creating the world • Generic game world for testing • Managing the constraints • Take time intervals into account • Deals with characters and objects
New Approach • Analyse and understand existing game engine • Define appropriate annotation types and annotate text • Write parser to generate necessary games files and modify engine accordingly • Takes pre-annotated text as input
Current direction Text Scene to Adventure Game Characters Map Details Engine Game
Project Timeline • Research • Analysis of Glest engine • Create parser • Modify engine • System refactoring & Optimisation • Extensions • Write-up Current work
Extensions • Implement emergent interactive narrative structure • Add multiplayer functionality
Key Points • No longer concerned with text annotation method • Greater focus on use of xml in game engine • Modification of existing engine to accommodate new functionality