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Slumpmässigt genererade nivåer
Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology.
2013 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

When a videogame is being played it is rarely a static experience. A videogame can consist of various systems that affect each other in an unpredictable manner which makes the player experience unique for every player.

Throughout the years developers of games have used random chance in a games programming to affect the user experience. Sometimes it even goes so far as to having entire games based around the idea of the game itself randomly generating content for a player to experience.

This paper will examine randomly generated content in videogames. It will take examples from existing ones and describe how they use it, and reason regarding the benefits and drawbacks of having random chance affect the user experience.

The paper will step-by-step examine the purpose of various commonly occurring objects and features of a typical dungeon in an adventure videogame. It will reason around their purpose, and figure out ways to use them in a structured  manner so that we can guarantee that there will be no deadlocks that the player can't overcome.

This will range from the environments in rooms, the shape of them, to the objects and creatures that inhabit them, such as locked doors, keys, and bosses. And in the end they'll be combined in an application that'll provide an graphical user interface to easily examine dungeons that are randomly generated.

Place, publisher, year, edition, pages
IT, 13 003
National Category
Engineering and Technology
URN: urn:nbn:se:uu:diva-191866OAI: diva2:587748
Educational program
Bachelor Programme in Computer Science
Available from: 2013-01-15 Created: 2013-01-15 Last updated: 2013-01-15Bibliographically approved

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