Towards Procedural Map and Character Generation for the MOBA Game Genre
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| Format: | Artículo científico |
| Langue: | en |
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Universidad EAFIT
2015
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| _version_ | 1876480748592037888 |
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| author | Alejandro Cannizzo |
| author_facet | Alejandro Cannizzo |
| contents | Towards Procedural Map and Character Generation for the MOBA Game Genre Alejandro Cannizzo Esmitt Ramírez Ingeniería video game balanced game multiplayer on line battle aren Procedural content generation In this paper, we present an approach to create assets using procedural algorithms in maps generation and dynamic adaptation of characters for a MOBA video game, preserving the balancing feature to players. Maps are created based on offering equal chances of winning or losing for both teams. Also, a character adaptation system is developed which allows changing the attributes of players in real-time according to their behaviour, always maintaining the game balanced. Our tests show the effectiveness of the proposed algorithms to establish the adequate values in a MOBA video game. 2015 artículo científico 1794-9165 https://www.redalyc.org/articulo.oa?id=83540427005 en http://www.redalyc.org/revista.oa?id=835 Ingeniería y Ciencia application/pdf Universidad EAFIT Ingeniería y Ciencia (Colombia) Num.22 Vol.11 |
| format | Artículo científico |
| id | redalyc_83540427005 |
| institution | Redalyc |
| language | en |
| publishDate | 2015 |
| publisher | Universidad EAFIT |
| spellingShingle | Towards Procedural Map and Character Generation for the MOBA Game Genre Alejandro Cannizzo Ingeniería video game balanced game multiplayer on line battle aren Procedural content generation Towards Procedural Map and Character Generation for the MOBA Game Genre Alejandro Cannizzo Esmitt Ramírez Ingeniería video game balanced game multiplayer on line battle aren Procedural content generation In this paper, we present an approach to create assets using procedural algorithms in maps generation and dynamic adaptation of characters for a MOBA video game, preserving the balancing feature to players. Maps are created based on offering equal chances of winning or losing for both teams. Also, a character adaptation system is developed which allows changing the attributes of players in real-time according to their behaviour, always maintaining the game balanced. Our tests show the effectiveness of the proposed algorithms to establish the adequate values in a MOBA video game. 2015 artículo científico 1794-9165 https://www.redalyc.org/articulo.oa?id=83540427005 en http://www.redalyc.org/revista.oa?id=835 Ingeniería y Ciencia application/pdf Universidad EAFIT Ingeniería y Ciencia (Colombia) Num.22 Vol.11 |
| title | Towards Procedural Map and Character Generation for the MOBA Game Genre |
| topic | Ingeniería video game balanced game multiplayer on line battle aren Procedural content generation |
| url | https://www.redalyc.org/articulo.oa?id=83540427005 |