Scene to Adventure Game Textual Based Generation of
Scene to Adventure Game Textual Based Generation of Adventure Games Ross Berkland Supervisor: Professor Shaun Bangay
Overview �Extension of text-to-scene system. �Key concepts fiction book tagged with xml-style annotations. �Annotated text used in generating the game world.
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
System Structure Annotated Text System • Parser • File Generator Game Engine • File structure • Compiles game
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
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
Current direction Text Scene to Adventure Game Characters Map Details Engin e Game
Project Timeline �Research �Analysis of Glest engine �Create parser Current work �Modify engine �System refactoring & Optimisation �Extensions �Write-up
Extensions �Implement emergent interactive narrative structure �Add multiplayer functionality
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
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