The task of automating the routine work of computer game writers, narrative designers, set forth in earlier works, has been continued in the presented work. The issues of visualization of branching narrative structures of computer games are considered, the analysis of various approaches to visualization of the plot and other important components of a video game, such as, for example, automatic balancing of quantitative parameters, is carried out. The paper presents the chosen technological stack and gives specific solutions for storage in the form of a structured scenario, allowing the generation of continuing story branches and testing the narrative prototyping stage using the automatically generated text novel.
The paper presents a solution to the issue of visualizing the branched structures of the narrative of computer games, as well as generating the continuation of the development of events. In this regard, the existing solutions are analyzed, as well as our results are presented. As a result, a conception was formed, and a technology stack was chosen, which made it possible to implement a simple but effective solution for computer game script writers. The main message of the work is to optimize labor, to free up resources for solving development problems by automating the routine.
The experience of game studios shows that classical methodologies of software development are poorly implemented in video game development because of the interactive component of this area, related to the correct creation of feedback between the game and the user. In addition, video game development involves a large number of developers from different areas, whose activities must be coordinated in the project. Despite these differences, video games, like any other developed software, need a development team organization process. In this article we reviewed traditional software development methodologies, as well as modifications specializing specifically in video game development. The most popular methodologies were compared and the quality of their implementation in video game development studios was determined.
The task of automating the routine work of computer game writers and narrative designers, set forth in earlier works, has been continued in the presented work. The issues of visualization of branching narrative structures of computer games are considered, the analysis of various approaches to visualization of the plot and other important components of a video game is performed, a technological stack is selected and specific solutions for storing in the form of a structured script, allowing the generation of continuing narrative branches and testing of the narrative prototyping stage using the automatically generated text novelette are given.
The subject of the research refers to the development of game and interactive projects — the practice of game balance of computer games. Current trends formed in both scientific and commercial spheres are taken into account. The research methods are modeling and experimentation. The main result is the formed vision on the integration of the received features into the tool of game prototypes generation. Two tools for working with game balance are described. The presented results are the part of one big applied research aimed at developing a game tool for prototyping computer games, reducing development time and resources by automating through generation of all kinds of content based on natural language text, including, in the long run, game balance. The work is a logical development of research on creating a full-fledged game engine for game designers and screenwriters.
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