posted on 2023-08-30, 14:30authored byTommy Thompson
In this paper we present a model for procedural generation of 2D platforming levels, with the aim to ensure content can be scaled as players progress. Levels are generated through use of a two-phased generate and test approach, with the first reliant upon a grammar for generation of activities, while the latter is focussed on the positioning of geometry. These methods are made scalable courtesy of a budget-driven approach that limits the expressiveness of each component. We investigate the effectiveness of this approach and the playable levels it can generate for a 2D `infinite runner' video game.
History
Conference proceeding
Digital Games Research Association / Foundation of Digital Games Conference 2016
Name of event
Procedural Content Generation Workshop (Digital Games Research Association / Foundation of Digital Games Conference 2016)