Proceedings of the International Conference on Science and Technology (ICST 2018)

Generating Two-Dimensional Platformer Game Levels from Storylines

Authors
Pratama Wirya Atmaja, Rizky Parlika, Faisal Muttaqin
Corresponding Author
Pratama Wirya Atmaja
Available Online December 2018.
DOI
https://doi.org/10.2991/icst-18.2018.212How to use a DOI?
Keywords
video game, platformer, procedural content generation, storyline, level
Abstract
Video game industry has been steadily growing as a lucrative entertainment business for decades. Alongside the growth, consumer’s demand for bigger video games with more contents to explore and enjoy has also been on the rise. The demand naturally translates to higher development cost to developers of video games, and it is a problem that needs to be addressed. The state-of-the-art solution to the problem is a procedural content generation (PCG), which allows video game developers to generate game contents automatically as opposed to by hand, therefore keeping the development cost as low as possible. One genre where PCG is especially seen as important is a two-dimensional platformer, and the most popular types of the genre's content to be generated procedurally is gameplay level. In this research, we tried to find a way to generate a two-dimensional platformer level from a storyline that is meant to be experienced by the players. We explored the theory of narrative and the principles of platformer games to understand how to make platformer levels that tell certain stories and have dramatic qualities. The resulting method allows developers to translate a high-level storyline into a playable two-dimensional platformer level, therefore reducing development cost as they do not have to create levels separately from storylines. We tested the method by implementing it to translate two storylines into two platformer games. Based on the results, we concluded that our method is quite robust as a basis for PCG algorithms
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This is an open access article distributed under the CC BY-NC license.

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Proceedings
International Conference on Science and Technology (ICST 2018)
Part of series
Atlantis Highlights in Engineering
Publication Date
December 2018
ISBN
978-94-6252-650-1
ISSN
2589-4943
DOI
https://doi.org/10.2991/icst-18.2018.212How to use a DOI?
Open Access
This is an open access article distributed under the CC BY-NC license.

Cite this article

TY  - CONF
AU  - Pratama Wirya Atmaja
AU  - Rizky Parlika
AU  - Faisal Muttaqin
PY  - 2018/12
DA  - 2018/12
TI  - Generating Two-Dimensional Platformer Game Levels from Storylines
BT  - International Conference on Science and Technology (ICST 2018)
PB  - Atlantis Press
SP  - 1050
EP  - 1056
SN  - 2589-4943
UR  - https://doi.org/10.2991/icst-18.2018.212
DO  - https://doi.org/10.2991/icst-18.2018.212
ID  - Atmaja2018/12
ER  -