Abstract
Procedural level generation in game design can reduce the resources needed in various aspects of game development while still providing a robust and re-playable game experience for the player. Procedural level design is most frequently seen in rogue-like adventure game and should not be limited to just a single genre or design style, because of the great potential of this approach. Through research into procedural generation via programming, and practical experience as a 3D artist, these two contrasting and historically separated sides of game design can be united to create a more coherent and practical approach. In this paper, we will focus on implementing and addressing technical challenges of 3D tile generation and their movement which is the main contribution of our work.
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Acknowledgments
The authors are indebted to Unity3D™ Community and gratefully acknowledge that several existing functions from Unity3D™ toolbox were used to implement the figures shown in this paper. We also used several tutorials from YouTube™ including: (a) Tutorials - 2D Roguelike Project, (b) Options Menu in Unity 5 Tutorial - Part 1, (c) Solving Sliding Tile N-Puzzles With Genetic Algorithms and A*, (d) Unity Controller Controlled GUI Tutorial, (e) Flying Camera Menu Tutorial [Unity3D 4.6], (f) Creating a Start Menu in Unity 5, (g) Unity Third Person Control Tutorials. Other online resources acknowledged are: (i) Adventures in Bitmasking “Angry Fish Studios, (ii) An exercise in modular textures - Scifi lab UDK”, polycount, 2011. Available: http://polycount.com/discussion/89682/an-exercise-in-modular-textures-scifi-lab-udk. [Accessed: 29- Nov- 2017], (iii) File:15-Puzzle.jpg - Wikimedia Commons.
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Medendorp, A., Semwal, S.K. (2019). Procedural 3D Tile Generation for Level Design. In: Arai, K., Bhatia, R., Kapoor, S. (eds) Proceedings of the Future Technologies Conference (FTC) 2018. FTC 2018. Advances in Intelligent Systems and Computing, vol 880. Springer, Cham. https://doi.org/10.1007/978-3-030-02686-8_70
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