First, update in a year! wow, but I have been super busy and will explain what I have been up to in a later post, now I am back at uni I have a bit more time to do posts and talk about my projects, so I have been given the task of creating a blog to document my final year project. I do these posts to keep myself and my supervisors up to date on my projects research and the areas I have looked in to. and these should come out every 1-2 weeks.
The current focus of my research is within a Procedural content generation for games, focusing on generating quest and mission chains for games like RPGs and adventure games.
Investigating into to create a system to be able to create quest chain procedurally for games like Skyrim, Wasteland, or even LOZ: Breath of the wild and finding games that have games that have these systems already t.
So far I have looked into various techniques explained within the book Procedural content generation in games where they wright about multiple methods of creating procedural missions, primarily focusing on the use of L-Systems and graph grammars.
L-systems are like constructing an alphabet of symbols generate strings or structures. L-Systems use symbols which have rules attached to instruct how they will be replaced by terminal symbols
A liner string based example could be...
Start -> a UNIT ACTION the LOCATION
UNIT-> boy | dog | ADJECTIVE robot.
ACTION-> buirnt down | entered | lived in
LOCATION -> barn | ADJECTIVE house | castle.
ADJECTIVE -> cool | old | alien ;
Using the 'Start' symbol to begin we can pass the rules they can Using with text. Then this can turn in to sentences like
. a "old robot" "entered" the "castle"
. a "boy" "lived in" the "alien house "
As you can see this is a simple example but I plan to use a simpler system to develop a mission I plan on using a graph grammar system that works in the same way, using nodes on a graph instead but structure.
useing a graph-based structure should allow me to have branching quests with multiple paths and ending.
The areas I am playing on looking into next are...
- looking into developing these systems to fit into an RPG system.
- looking into scaling of difficulty could work.
- Looking into how to set the weighting of the objects to make proper decisions on the mission can be genorated.
- Making a graph grammar system with unity to start test out ideas.