Download presentation
Presentation is loading. Please wait.
Published byAlban Lester Modified over 9 years ago
1
Scene to Adventure Game Ross Berkland Supervisor: Professor Shaun Bangay Textual Based Generation of Adventure Games
2
Overview Extension of text-to-scene system. Key concepts fiction book tagged with xml-style annotations. Annotated text used in generating the game world.
3
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
4
System Structure System Annotated Text Parser File Generator Game Engine File structure Compiles game Game
5
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
6
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
7
Current direction CharactersMap Details Text Game Engine
8
Project Timeline Research Analysis of Glest engine Create parser Modify engine System refactoring & Optimisation Extensions Write-up Current work
9
Extensions Implement emergent interactive narrative structure Add multiplayer functionality
10
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
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.