Procedural dungeon generation in RPG games

2017 ◽  
Vol 34 (10) ◽  
pp. 13-14
Author(s):  
David David ◽  
Albertus Agung ◽  
Yudy Tirana

Purpose The purpose of this paper is to develop and evaluate a procedural dungeon generation application that created a variant dungeon floor. Procedural dungeon generation makes it easy for a designer to design a level. The result shows that the algorithm can create a variant dungeon based on the parameter on the game. This game also has a high re-playability, thanks to the generation process. Design/methodology/approach Research methods include methods of data collection, design and implementation. Data collection was done through research literature, questionnaires and analyzing some similar applications. Designing game application using game design document and implementation was the done using the waterfall model and the unity game engine. Findings Procedural dungeon generation is important when designing the game. If done correctly, it will reduce the designer’s time to design the map especially in dungeon, where in the dungeon, there are many floors and each floor must be designed differently based on the difficulty level of the game. The application uses the combined algorithm to create a variant dungeon, where each algorithm has its own advantages that the designer can use to design the variety of the dungeon. It also opens more algorithms to be used when creating the dungeon. Originality/value This paper uses the combined algorithm for procedural dungeon generation, and the result shows that a player has high re-playability to the game.

2017 ◽  
Vol 34 (5) ◽  
pp. 20-22 ◽  
Author(s):  
Afan Galih Salman ◽  
Christian Antonius

Purpose The purpose of this paper is to develop and evaluate a mobile educational application that supports fun learning for children. This paper describes an educational game application “Laut ABC”, which is an Android-based app that aims to be a learning tool with an attractive design that would help children learn alphabets. The results show that educational game app “Laut ABC” is a effective learning tool and can be used as an alternative for learning alphabets using an interesting and fun-learning concept. Design/methodology/approach Research methods include methods of data collection, design and implementation. Data collection was done through research literature, interviews and questionnaires and analyzing some similar applications. Designing game application using storyboard and implementation was the done using the waterfall model for the software development life cycle. Findings Most respondents stated that the introduction of alphabets is important for young children. They chose uppercase or capital letters to be used in the game. A majority of the respondents answered that the order of writing alphabets is important. These respondents agreed that educational games are a means for children to learn alphabets, as well as learn to write and pronounce alphabets. The application can also provide writing exercises to train childrens’ memory. The usual difficulties parents’ stated were that the children feel tired and are not in the mood to learn, have poor concentration, have difficulty in responding and seem to be disinclined to learn. Most of the parents mentioned that the critical points in children’s applications were the design of the educational application and completeness as a whole. Originality/value The paper reports the development of game’s design —- display, navigation, instruction and feedback. It can be said that the users had no difficulty in playing the game.


2019 ◽  
Vol 22 (1) ◽  
pp. 5-8
Author(s):  
Ian Cummins

Purpose The purpose of this paper is to discuss the recent National Appropriate Adult Network (NAAN) report on the role of the appropriate adult. Design/methodology/approach This paper is based on the NAAN report and a review of relevant policy and research literature. Findings There to Help 2 highlights that there are still significant gaps in the provision of appropriate adult schemes across England and Wales. These gaps potentially place vulnerable adults at increased risk. Originality/value This paper is a review of recent research.


2012 ◽  
Vol 12 (1) ◽  
pp. 98-110 ◽  
Author(s):  
Claire Smith

PurposeThe purpose of this paper is to discuss how fieldwork impacted the author's own and one participant's positioning; the author's reflexivity, experiences and feelings of alterity; the participant's performances and conversations between the author and participant.Design/methodology/approachThe author uses a confessional tale to describe the time spent with the participant and confesses how it impacted on the author as the researcher. The author examines her biases, feelings, and vulnerabilities, and explores some of the methodological and positioning issues with which she struggled.FindingsThe author ponders on what she learned while being in such close quarters with a participant and discusses what she should keep in mind about herself as the researcher during subsequent data collection forays. Researchers should know themselves well before attempting such closeness because when we are researchers, we can’t change who we are as people.Originality/valueIt is believed that the extreme researcher/participant closeness was unique but was, at the same time, an extremely useful form of data collection.


2016 ◽  
Vol 29 (6) ◽  
pp. 1100-1131 ◽  
Author(s):  
Lee D. Parker ◽  
Deryl Northcott

Purpose – The purpose of this paper is to identify and articulate concepts and approaches to qualitative generalisation that will offer qualitative accounting researchers avenues for enhancing and justifying the general applicability of their research findings and conclusions. Design/methodology/approach – The study and arguments draw from multidisciplinary approaches to this issue. The analysis and theorising is based on published qualitative research literatures from the fields of education, health sciences, sociology, information systems, management and marketing, as well as accounting. Findings – The paper develops two overarching generalisation concepts for application by qualitative accounting researchers. These are built upon a number of qualitative generalisation concepts that have emerged in the multidisciplinary literatures. It also articulates strategies for enhancing the generalisability of qualitative accounting research findings. Research limitations/implications – The paper provides qualitative accounting researchers with understandings, arguments and justifications for the generalisability of their research and the related potential for wider accounting and societal contributions. It also articulates the key factors that impact on the quality of research generalisation that qualitative researchers can offer. Originality/value – This paper presents the most comprehensively sourced and developed approach to the concepts, strategies and unique deliverables of qualitative generalising hitherto available in the accounting research literature.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Katie Elson Anderson

Purpose This paper aims to provide information and promote discussion around the social media platform TikTok. Design/methodology/approach Research, literature review. Findings Libraries and library and information professionals should be aware of the potential of TikTok for engagement and information sharing. Originality/value Adds to the research on the social media platform TikTok.


2017 ◽  
Vol 25 (4) ◽  
pp. 250-252
Author(s):  
Mark Chen

Purpose This paper aims to describe how a novice to game design pushed theory about what makes a good game. Design/methodology/approach The game in question was developed in Twine for an introductory undergraduate course in interactive media. Findings It featured very little player agency, which ironically served to give players a richer experience. Originality/value That a novice could create something deeply personal that butted against conventional game design guidelines highlights the importance of opening game design up to as broad an audience as possible.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Pornlapas Suwannarat

PurposeThis study focuses on variations of the importance of core values through motivational domains of individuals by their cultural background. The effect of motivational domains on operational performance has also been investigated.Design/methodology/approachThe study used survey as the main data collection method to elicit data from managerial workers in spa businesses in four regions of Thailand. An unpublished database of spa businesses was provided to the study by the Thai Chamber of Commerce.FindingsSignificant variations of the importance of motivational domains of managerial workers can be found according to the subculture of each of the four regions of Thailand. In addition, the motivational domains have found their significant impact on worker operational performance.Research limitations/implicationsOne of the limitations of this study may be the distribution of samples because the study focuses on spa businesses, most of which in each region are located in big tourism provinces that may not be wholly representative of the characteristics of each region.Practical implicationsThis study will be of practical value for practitioners or managers of any firms since it is important to consider value variations when assessing the operational performance; workers, especially managerial workers, in each subculture may have different priorities in the motivational domains of their lives. This could affect their operational performance.Originality/valueThis is an original attempt to ascertain variations of core values through motivational domains by subculture. It fills a knowledge gap in under-researched area in the literature since so far a few studies have examined this issue in the ASEAN countries.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Billie Oliver

Purpose The purpose of this paper is to discuss the health and well-being benefits of outdoor, cold water swimming. Design/methodology/approach This paper describes the personal experience of one cold water swimmer. It also explores some of the research literature suggesting there is evidence of the benefits to the health and well-being of people of all ages. Findings The paper explores literature suggesting there is evidence of the benefits of “blue therapy” to the health and well-being of people of all ages. Originality This paper describes the personal experience of one cold water swimmer. However, a growing body of published literature suggests there is value in “blue therapy” informing future social prescribing programmes.


2020 ◽  
Vol 49 (8) ◽  
pp. 1607-1617
Author(s):  
Miguel Ángel Mañas Rodríguez ◽  
Yolanda Estreder ◽  
Vicente Martinez-Tur ◽  
Pedro Antonio Díaz-Fúnez ◽  
Vicente Pecino-Medina

Purpose The purpose of this paper is to test a positive spiral of self-efficacy among public employees. The spiral proposes that self-efficacy is positively related to extra-role behaviors. These behaviors in turn are positively related to subsequent self-efficacy. Design/methodology/approach A total of 260 public employees participated in three waves of data collection: self-efficacy (T1); extra-role behaviors (T2); self-efficacy (T3). Findings The results confirmed the existence of a positive spiral of self-efficacy. There was a positive and significant link from self-efficacy of employees (T1) to extra-role behaviors (T2). In addition, it was found a positive and significant relationship between extra-role behaviors (T2) and subsequent self-efficacy (T3) once the link from self-efficacy in T1 and T3 was controlled for. The mediation role of extra-role behaviors was also confirmed. Originality/value The examination of positive spirals is one of the critical challenges of the investigation of personal resources. In the current research study, the authors test the positive spiral of a critical personal resource such as self-efficacy. Additionally, the lagged design permits a solid test of the aforementioned spiral.


2020 ◽  
Vol 37 (1) ◽  
pp. 25-27

Purpose This paper aims to review the latest management developments across the globe and pinpoint practical implications from cutting-edge research and case studies. Design/methodology/approach This briefing is prepared by an independent writer who adds their own impartial comments and places the articles in context. Findings This research paper concentrates on deploying advergames to engage customers in a brand’s ecosystem of products. The results urged advergame designers to pay attention to four concepts, in descending order of importance: game design, technical elements like multiplayer chat, player personalization, and brand/product-related factors such as integrating product comparisons into the game. To create maximum value from an advergame project, it’s recommended that forming an emotional connection between the player and the brand should be the ultimate aim for anyone working on advergames. Originality/value The briefing saves busy executives, strategists and researchers hours of reading time by selecting only the very best, most pertinent information and presenting it in a condensed and easy-to-digest format.


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