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Scalable Level Generation for 2D Platforming Games

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conference contribution
posted on 2023-08-30, 14:30 authored by Tommy Thompson
In this paper we present a model for procedural generation of 2D platforming levels, with the aim to ensure content can be scaled as players progress. Levels are generated through use of a two-phased generate and test approach, with the first reliant upon a grammar for generation of activities, while the latter is focussed on the positioning of geometry. These methods are made scalable courtesy of a budget-driven approach that limits the expressiveness of each component. We investigate the effectiveness of this approach and the playable levels it can generate for a 2D `infinite runner' video game.

History

Conference proceeding

Digital Games Research Association / Foundation of Digital Games Conference 2016

Name of event

Procedural Content Generation Workshop (Digital Games Research Association / Foundation of Digital Games Conference 2016)

Location

Abertay University, Scotland

Event start date

2016-08-01

Event finish date

2016-08-06

File version

  • Accepted version

Language

  • eng

Legacy posted date

2016-11-24

Legacy creation date

2016-11-10

Legacy Faculty/School/Department

ARCHIVED Faculty of Science & Technology (until September 2018)

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