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2007, Science of Computer …
In this paper, we propose a documental approach to the development of graphical adventure videogames. This approach is oriented to the production and maintenance of adventure videogames using the game's storyboard as the key development element. The videogame storyboard is marked up with a suitable domain-specific descriptive markup language, from which the different art assets needed are referred, and then the final executable videogame itself is automatically produced by processing the marked storyboard with a suitable processor for such a language. This document-oriented approach opens new authoring possibilities in videogame development and allows a rational collaboration between the different communities that participate in the development process: game writers, artists and programmers. We have implemented the approach in the context of the <e-Game> project, by defining a suitable markup language for the storyboards (the <e-Game> language) and by building a suitable processor for this language (the <e-Game> engine).
… , 2006. ITNG 2006. …, 2006
<e-Game> is a tool for the rapid development of adventure videogames with an educational purpose. It provides a markup language (the <e-Game> language) for structuring documents containing storyboards, and a processor (the <e-Game> engine) for executing games from these marked documents. This paper describes how <e-Game> facilitates new development models for the production and maintenance of content-intensive applications with domain-specific markup languages by applying our ADDS approach (Approach for Document-oriented Development of Software)
2005
In this paper we describe a language-driven approach to the development of videogames. In our approach the development process starts with the design of a suitable domain-specific language for building games, along with an abstract syntax for the language and its operational semantics. Next an engine supporting the language is built. Finally games are built using the customized language and they are executed using the engine. This approach is exemplified with the <e-Game> project, which delivers the design of a language and the construction of an engine for the documental development of graphical adventure videogames with educational purposes.
2005
Game based learning can be seen as an interesting approach to learning, but the complexity of today's videogames demands from developers a robust foundation in a variety of technologies. On the other hand, the educational part of game based learning requires the active participation of field experts. The collaboration between those experts and game developers is always difficult. The <e-Game> project addresses this problem by offering an authoring environment for educational adventure games that does not demand a deep formation in Information and Communication Technologies. The author (an expert in a specific field) only needs to write documents that describe the contents of the videogame following the <e-Game> XML syntax and feed them to the engine. In turn, the engine produces a fully functional game from those documents.
Vo.9, Núm 18, 2020
The creation of video games involves multidisciplinary processes that are not accessible to the general public. Currently, the development environments are very powerful tools, but they also require an advanced technical level to even start using them. This article presents a 2D game development environment to propose an alternative model to reduce the technical complexity existing in these systems, presenting a data model and a game editor that allows fulfilling this goal. In order to test its capabilities, several games have been successfully implemented in the proposed environment. With this achievement, it can be stated that it is possible to create video games simply and affordably for the general public without giving up its potential and remarking that there is still a long way to go to reach democratization in the creation of video games and the need to continue working in this field.
Springer eBooks, 2006
Since three-dimensional computer graphics (3D-CG) technology and interaction technology should be applied to e-learning as well as games, it is important that people are able to easily create interactive contents based on 3D-CG even if they are not 3D-CG professionals. In this paper, we proposed a concept for a support system for creating interactive contents. The system runs on MS Windows and uses Direct X as the file format. A content creator, by describing a script using two kinds of script files prepared by the system, can easily create 3D-CG scenes and can also control the interactions between a user and the system. As an example of content creation, we present and explain an interactive content in which a user can enter the virtual Todaiji Temple, built more than one thousand years ago, and through the interactions with computer characters can learn about the many historical events of that time.
One of the biggest pitfalls digital games have is the lack of replayability and consequently a limited lifespan. The reason behind this problem is that in most cases, when the player reaches the end of a game, there is nothing more to explore. To address this issue many methods have been researched and implemented. These methods are mainly procedural content generation algorithms (PCG), nonlinear stories and the ability for players to create their own content. The problem however remained as the integration of this type of content and their quality is not easy or not done as desirable, especially narratives. Due to the advantages PCG algorithms, they are being integrated into project Orion, a serious game, along with a narrative that aims to create a versatile tool independently of the programming language. This promotes replayability as more content can be generated and will help students in their studies since the game may last longer, as well as teachers to use this tool dynamically according to what they want to teach. In addition, since narrative is also an extremely important component of game content, an XML schema has been created to store static stories that will be integrated into the generated game levels seamlessly. As a result, Project Orion will show the implemented dungeon generation algorithm and narrative integration and how it is possible to generate interesting multilevel dungeon games that incorporate all elements in a narrative world which will arch for the player to follow in a 3D virtual world where any content can be easily added, even by people that do not have programming skills.
Advances in Computer Entertainment Technology, 2008
Computer and videogames are rapidly entering the field of Technology-Enhanced Learning. Among the different approaches and game genres, adventure games have been pointed out as one of the most appropriate choices for education. Enthusiast instructors are looking for tools to develop their own educational games, but there are few tools for the rapid creation of modern adventure games with no
2007
ABSTRACT New environments and technologies allow nonprofessional users to produce and share media content in a variety of environments. One such environment is video games. This paper describes Virtuoso, a multi-user programming environment built using Valve's Source engine that functions as a tool to allow non-professional users to create interactive educational video games.
Entertainment Computing-ICEC 2010, 2010
In this article, we define interactive storytelling as a gaming experience where the form and content of the game is customized in real time and tailored to the preferences and needs of the player to maximixe enjoyment. The primary focus of interactive storytelling should not be on the attributes of the technology or characteristics of the medium, such as the AI techniques, planning formalisms, story representations, etc. but on different interaction levels provided by computer games and basic components of player enjoyment such as difficulty levels and gaming rewards. In conducting an analysis of interactive storytelling systems, we propose a user-centered approach to interactive storytelling by defining different customization levels for an optimum gaming experience.
Interactive Storytelling, 2008
Role-Playing Game Mastering is one of the most cited examples of "ordinary life Interactive Storytelling" in scientific literature. There are some computer interfaces for game mastering, but most of them are designed as part of the toolkits that are used to control lowlevel events of specific videogame engines. In this paper a more abstract application has been developed, an intelligent graphic interface that allows human Game Masters to direct stories in virtual environments from a more comfortable and narration-oriented point of view.
… Computing-ICEC 2006, 2006
Abstract. In this paper we describe a language-driven approach to the development of videogames. In our approach the development process starts with the design of a suitable domain-specific language for building games, along with an abstract syntax for the ...
Attractive and realistic content has always played a crucial role in the penetration and popularity of digital games, virtual environments, and other multimedia applications. Procedural content generation enables the automatization of production of any type of game content including not only landscapes and narratives but also game mechanics and generation of whole games. The article offers a comparative analysis of the approaches to automatic generation of content for video games proposed in last five years. It suggests a new typology of the use of procedurally generated game content comprising of categories structured in three groups: content nature, generation process, and game dependence. Together with two other taxonomies – one of content type and the other of methods for content generation – this typology is used for comparing and discussing some specific approaches to procedural content generation in three promising research directions based on applying personalization and adaptation, descriptive languages, and semantic specifications.
2020
The creation of video games involves multidisciplinary processes that are not accessible to the general public. Currently, the development environments are very powerful tools, but they also require an advanced technical level to even start using them. This article presents a 2D game development environment to propose an alternative model to reduce the technical complexity existing in these systems, presenting a data model and a game editor that allows fulfilling this goal. In order to test its capabilities, several games have been successfully implemented in the proposed environment. With this achievement, it can be stated that it is possible to create video games simply and affordably for the general public without giving up its potential and remarking that there is still a long way to go to reach democratization in the creation of video games and the need to continue working in this field.
2002
Abstract: Interactive storytelling can be based either on explicit plot representations or on the autonomous behaviour of artificial characters. In such a character-based approach, the dynamic interaction between characters generates the actual plot from a generic storyline. Characters' behaviours are implemented through real-time search-based planning techniques.
Multimedia Tools and Applications, 2020
In recent years, the increasing popularity of casual games for mobile and web has promoted the development of new editors to make video games easier to create. The development of these interactive applications is on its way to becoming democratized, so that anyone who is interested, without any advanced knowledge of programming, can create them for devices such as mobile phones or consoles. Nevertheless, most game development environments rely on the traditional way of programming and need advanced technical skills, even despite today's improvements. This paper presents a new 2D game engine that reduces the complexity of video game development processes. The game specification has been simplified, decreasing the complexity of the engine architecture and introducing a very easy-to-use editing environment for game creation. The engine presented here allows the behaviour of the game objects to be defined using a very small set of conditions and actions, without the need to use complex data structures. Some experiments have been designed in order to validate its ease of use and its capacity in the creation of a wide variety of games. To test it, users with little experience in programming have developed arcade games using the presented environment as a proof of its easiness with respect to other comparable software. Results obtained endorse the concept and the hypothesis of its easiness of use and demonstrate the engine potential.
International Journal of Education, 2019
In recent years, video games have become increasingly popular and used not only for entertainment but also in the form of serious games in the process of education and vocational training, in advertising campaigns, etc. However, serious games still cannot be used widely by teachers and instructors mainly because of their high-cost development and difficulties in maintaining educational content and integration of different pedagogical strategies in the game depending on training goals. Therefore, there is a need for software platforms for design and generation of video games for educational purposes from trainers and pedagogues. In this article, we present an open software platform that allows non-IT professionals like teachers, pedagogues, and educationalists to construct and generate rich educational video maze games. The platform is under development in the scope of the APOGEE (smArt adaPtive videO GamEs for Education) research project and includes an online, metadata-driven editor for design of rich educational maze games. The designed games can be exported in the form of an XML document including the semantic structure of game, didactic content and audiovisual interiors of maze halls. The editor is controlled by a predefined XSD schema which is used for user-input validation. The editor's purpose is to remove the complexity for non-technical people and to allow them easily to build an XML document of maze configuration that will be imported into the Unity 3D environment. Hereby, non-IT professionals will be able easily to create and generate new rich educational maze games incorporating targeted educational content and pedagogical strategies.
free.iza.free.fr
Serious games (SGs), the confluence of e-learning and videogames, have been developing very fast these past years. Indeed, SGs combine aspects of tutoring, teaching, training, communication and information, with entertainment elements derived from videogames, in order to capture people's attention for purposes that go beyond pure entertainment. However, the creation of a SG for educational purposes and professional training is a very time-consuming and expensive process. The challenge is to combine learning objectives and fun characteristics with an acceptable budget and time. For these reasons, we propose an interactive authoring environment, called EDoS (Environment for the Design of Serious Games), designed to assist SG authoring team.
2018
In a complex and expensive area, such as the development of educational games, solutions that advocate the collaboration, sharing, and reuse are important in order to make possible the area advance and also encourage that these educational resources can be effectively used by their target audience: teachers and students. This article presents the REMAR 1 platform which aims to make easier the creation and sharing of open educational games. Besides, this article presents the initial results obtained in the pilot tests involving the proposed platform usage by students, teachers and game developers.
Proceedings of the 2009 Workshop on Language Generation and Summarisation - UCNLG+Sum '09, 2009
Users of Natural Language Generation systems are required to have sophisticated linguistic and sometimes even programming knowledge, which has hindered the adoption of this technology by individuals outside the computational linguistics research community. We have designed and implemented a visual environment for creating and modifying NLG templates which requires no programming ability and minimum linguistic knowledge. It allows specifying templates with any number of variables and dependencies between them. Internally, it uses SimpleNLG to provide the linguistic background knowledge. We tested the performance of our system in the context of an interactive simulation game. We describe the templates used for testing and show examples of sentences that our system generates from these templates.
2020
This work belongs to the field of development and research of video games. In particular, the narrative part of video games is considered. The paper examines the existing practices of designing, developing and testing interactive storytelling of video games. The paper suggests a tool that automates these processes is proposed. The practice of developing a scenario prototype is described. Its effectiveness in development has been proven. The implications of the introduction of practice in the development of the narrative of video games are analyzed. The paper gives an analysis of relevant reference tools. Existing text-based visualization tools are analyzed. The paper forms the vision of the tool and shows its development progress. Describes the implementation of the storyboard visualization component. The paper proves the effectiveness of the development and sets plans for the future. In the future, work will continue to develop and expand the functionality of the script prototype g...
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