Open ikarth opened 4 years ago
If you could add a link here to the issue, that would also help. (You can just enter the hash sign followed by a number, like this: #1 )
In the fourth week, I finished creating the maze generator by placing the and I started reading some research reports on how to randomly generate the mazes. Additionally, I learned how to write an effective research paper during the lecture. I read a research paper called “Analyzing the Expressive Range of the Level Generator”, I wanted to learn more about the generator we were using to make the games for the Game Boy.
This week, I finished the generated script generator and debugged it (which took quite a while). Then, I used the generated scripts to create a lock and key system. The one thing that is missing is some scripts that don't exist yet as methods. In addition, I learned how grammars and finite automata can be used to generate game levels. I'm quite interested in working on that next week.
Week 4 Write Up: Throughout this week, I read multiple research papers to understand the implications of maze generation, and what methods are feasible to use in GB Studio. Specifically, “The Study of Artificial Intelligent Algorithms Applied in Procedural Content Generation in Video Games” by Journal for Computer Game Culture, provided insight into Labyrinth maze generation. Labyrinths are typically circular shaped and require the player to start from outside of the circle and find their way to the middle to complete the maze. Through familiarizing myself with the different techniques of maze generation, I found a specific algorithm that was most compatible with GB Studio called Prim’s Algorithm that emulates the structure of a tree to randomly generate a maze. Because GB Studio is a 31 by 31 grid, one scene would not be enough to create a Labyrinth or maze, so I looked into setting up 4 scenes in a square that connect to create a large enough space for the maze. As a group, we discussed different research papers and clarified vocabulary to gain a deeper understanding of generation as a whole. The research paper explored different techniques of generation for different purposes, like Generative Grammar for storyline based games, and a stricter algorithmic generation for math games.
On Sun, Jul 19, 2020 at 11:03 PM Aaron Lo notifications@github.com wrote:
This week, I finished the generated script generator and debugged it (which took quite a while). Then, I used the generated scripts to create a lock and key system. The one thing that is missing is some scripts that don't exist yet as methods. In addition, I learned how grammars and finite automata can be used to generate game levels. I'm quite interested in working on that next week.
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In Week 4 I read various papers on random generation for video games including the Tetris random generation and certain patents for map generation and other papers. I worked with Aaron on the Lock an Key system, and am looking to pursue more research in generative grammars and the process of how those games break down
This week I began by working on the quiz question generator (#67 ). The code had two main parts to it which was random generation and then implementing the question using scripts. For random generation, I took in a txt file that had the questions, answer, answer on lines and read it line by line. Then by generating a random multiple of 3 within the amount of lines in the txt file, I was able to randomly pick a question. After learning how scripts work for text and choice, I implemented the code. Following this, I read a research paper about generating missions and spaces which taught me a bit more about random game design and how missions and spaces can be intertwined and used in this random game design. Any remaining time was for documentation and getting assigned what I’m doing next which is hiding and appearing sprites.
Make an issue for each thing you did in week 4 and write a description of it in the issue comments.