April 23rd, 2018 Using Procedural Generation Techniques in Game Design Effectively GDC Talk - Math for Game Programmers: Semi-Procedural Content Pipelines - Squirrel Eiserloh Link to GDC Vault (May be locked content) 2nd of 6 talks on semi-procedural content generation for games by Squirrel Eiserloh at GDC 2018. In this video he goes over many techniques and how to use them effectively. Variants: Have multiple versions of things. Multiple colors for grass, dirt tiles. Multiple different sounds when running through grass. Do I need a tile to be the same forever? Whenever possible, let the designer provide multiple alternatives. Blueprint Definitions: Don't make an orc, create "orcness". This blueprint has many ranges of values for different characteristics of a character. "Do I need an int, or an int range? Do I need a float or a float range?" Use these types of questions for every trait/parameter. Whenever possible, let the designer provide number ...
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April 21st, 2018 Exploring Uses of Physics in Gameplay Physics in Games: A New Gameplay Frontier - from Gamasutra.com Article by Pascal Luban on Dec. 4th, 2007. This is an older paper explaining some of the possibilities opened up by computers becoming stronger and being able to process physics in games more readily. The author suggests ways of using physics as a core gameplay element as opposed to just some aesthetic element.
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April 16th, 2018 Research Readings for DIGM 540 Automatic generation and analysis of physics-based puzzle games By: Shaker, Sarhan, Naameh, Shaker, Togelius Learning Mechanics and Game Mechanics Under the Perspective of Self-Determination Theory to Foster Motivation in Digital Game Based Learning By: Proulx, Romero, Arnab Mapping Learning and Game Mechanics for Serious Games Analysis in Engineering Education By:Callaghan, Savin-Baden, McShaneEguiluz Link to Circuit Warz Game Above is the link to Circuit Warz, the game created for the research paper on "Mapping Learning and Game Mechanics for Serious Games Analysis in Engineering Education". This game attempts to teach some advanced electrical/circuit theories through a first person action game.