Currently experimenting with the procedural generation in the game Elfiings. For man-made objects, like the small house or tomb walls, the game adheres to more symmetrical designs. Obstacles like trees and water are placed more organically. Each discrete area also has something of interest. Of course, being a retro Roguelike game means it is very often combat or occasionally a shop.

#pixelart #roguelike #indiedev #procedural_content #lowrez

Introduction To Shape and Shape Grammars
(1980) : Stiny, G.
DOI: https://doi.org/10.1068/b070343
#procedural_content #shape #grammar #geometry #my_bibtex

Here's a talk @pyrofoux did for the Strange Loop conference - it is now available online.

It presents a theorem they discovered about procedural generators, and the insights it gives us about the challenges of designing PCG without ending up with a vast amount of noisy artefacts (oatmeal)

https://www.youtube.com/watch?v=nq5C82Nn7XM

#research #talk #gamedev #procedural_content #oatmeal

Engineering Emergence - Applied Theory for Game Design
(2012) : Dormans, Joris
isbn: 978-94-6190-752-3
#rule #space #machinations #flow #design #emergence #procedural_content #games #game_design #resource #text_book #my_bibtex
Choice Poetics by Example

Choice poetics is a formalist framework that seeks to concretely describe the impacts choices have on player experiences within narrative games. Developed in part to support algorithmic generation of narrative choices, the theory includes a detailed analytical framework for understanding the impressions choice structures make by analyzing the relationships among options, outcomes, and player goals. The theory also emphasizes the need to account for players’ various modes of engagement, which vary both during play and between players. In this work, we illustrate the non-computational application of choice poetics to the analysis of two different games to further develop the theory and make it more accessible to others. We focus first on using choice poetics to examine the central repeated choice in “Undertale,” and show how it can be used to contrast two different player types that will approach a choice differently. Finally, we give an example of fine-grained analysis using a choice from the game “Papers, Please,” which breaks down options and their outcomes to illustrate exactly how the choice pushes players towards complicity via the introduction of uncertainty. Through all of these examples, we hope to show the usefulness of choice poetics as a framework for understanding narrative choices, and to demonstrate concretely how one could productively apply it to choices “in the wild.”

MDPI
Introduction To Shape and Shape Grammars
(1980) : Stiny, G.
DOI: https://doi.org/10.1068/b070343
#procedural_content #geometry #grammar #shape #my_bibtex
Polymorph
(2010) : Jennings-teats, Martin Smith, ...
isbn: 9781450300230
#procedural_content #DDA #dynamic_difficulty #HCI #polymorph #my_bibtex
Learning to tell tales | Proceedings of the Joint Conference of the 47th Annual Meeting of the ACL and the 4th International Joint Conference on Natural Language Processing of the AFNLP: Volume 1 - Volume 1

DL Hosted proceedings
Analyzing the expressive range of a level generator
(2010) : Smith, Gillian Whitehead, Jim
DOI: https://doi.org/10.1145/1814256.1814260
#level_generation #expressive_range #metrics #measurement #procedural_content #analysis #my_bibtex
Analyzing the expressive range of a level generator | Proceedings of the 2010 Workshop on Procedural Content Generation in Games

ACM Other conferences