Kriativ-tech Volume 1, Issue 9, April 2018, Pages: xxx Received: Dec. 28, 2019; Accepted: Feb. 25, 2020. Published: Oct. 11, 2021.

Authors

Ricardo Baptista, Assistant Professor at ISTEC-Porto/ CITECARenato Santos, Computer Degree at ISTEC-Porto

Media

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To cite this article

Ricardo Baptista, Renato Santos, Procedural generation: diversification algorithms for level generation in an RPG video gameDOI: 10.31112/kriativ-tech-2021-10-66

Abstract

It is necessary to provide some gameplay diversity to nurture a growing desire to play again when it comes to simple video games. To this end, we can focus on one of the most prominent components, the videogame environment itself.Procedural generation algorithms assist both the developer in the development process and the player by providing new experiences each time he plays. However, studying and choosing the correct algorithm for the desired video game style is essential for success since if the algorithm does not fit the intended purpose, the feeling when playing will not be the same.This article intends to approach some of the videogame genres and present a procedural level generation algorithms study, followed by the analysis of the algorithm implemented in a videogame developed as a personal project.

Keywords

Procedural generation, videogames, RPG, development, algorithm

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