In our effort to introduce programming foundations to high school students in a more engaging way, we are developing a turn-based tactics game named MECH.AI. Players control the game objects not only through the graphical user interface, but also the command line, simulating programming practices. However, providing strategy game maps and challenges is crucial and can significantly impact the game pacing, thereby affecting the player experience. In this study, we apply a procedural content system that generates game maps using the Wave Function Collapse algorithm with pacing controllable by the designer. We examine a pacing aspect that influences player experience, specifically tempo. This system enables us to generate tactical game maps and manage the game pacing. The experiment setups and results are presented.

错误:搜索内容不能为空,请输入英文关键词
错误:关键词超出字数限制,请精简
高级检索

Pacing Control with Wave Function Collapse in Strategy Game Map Generation

  • Ardiawan Bagus Harisa,
  • Muhammad Alifian Aqshol,
  • Pulung Nurtantio Andono,
  • Wen-Kai Tai

摘要

In our effort to introduce programming foundations to high school students in a more engaging way, we are developing a turn-based tactics game named MECH.AI. Players control the game objects not only through the graphical user interface, but also the command line, simulating programming practices. However, providing strategy game maps and challenges is crucial and can significantly impact the game pacing, thereby affecting the player experience. In this study, we apply a procedural content system that generates game maps using the Wave Function Collapse algorithm with pacing controllable by the designer. We examine a pacing aspect that influences player experience, specifically tempo. This system enables us to generate tactical game maps and manage the game pacing. The experiment setups and results are presented.