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DC Field | Value | Language |
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dc.contributor.author | Wong, Ho (黃濠) | en_US |
dc.date.accessioned | 2017-03-08T06:22:14Z | |
dc.date.accessioned | 2017-09-19T08:26:52Z | |
dc.date.accessioned | 2019-01-22T03:40:35Z | - |
dc.date.available | 2017-03-08T06:22:14Z | |
dc.date.available | 2017-09-19T08:26:52Z | |
dc.date.available | 2019-01-22T03:40:35Z | - |
dc.date.issued | 2016 | en_US |
dc.identifier.citation | Wong, H. (2016). Procedural content generation horror game (Outstanding Academic Papers by Students (OAPS)). Retrieved from City University of Hong Kong, CityU Institutional Repository. | en_US |
dc.identifier.other | 2016cswh507 | en_US |
dc.identifier.other | cs2016-4514-wh507 | en_US |
dc.identifier.uri | http://144.214.8.231/handle/2031/8700 | - |
dc.description.abstract | Summary: This project can be split into two parts including game engine implementation and procedural content generation (PCG) algorithms development. Game engine provides the base element for a game function as well as a platform where the PCG algorithms can take place. Aims: The project is aimed at creating a survival horror game as the final product. This game will be taken as the result of using the game engine and testing the goodness of the algorithms. It is expected to see a fully functional survival horror game implemented with the reasonable house and room environment setting with a good enough tension experience from this project. Game Engine: The game engine has implemented the necessary elements for a basic 2D-platformer game including base the movement and control, base character, objects interaction, character status, lighting, sound, animation system, messenger system, game element pool, AI system, pacing system and environment generation system. These parts of game elements provide a functional game engine where the PCG algorithms can take place (environment generation system & pacing system). PCG Algorithm: This project will introduce 3 algorithms from the big picture that generating the house structure down to rooms' detail structure and the pacing generation algorithm which controlling the tension level of the game. With these algorithms, the game is able to provide different game run experience to player. House generation algorithm constructs the full 2D house structure including distribution and the connections of rooms based on the concept public and private room. Also, house structure is expected to be similar to the real life house. Room generation algorithm construed the structure inside a room including the furniture placement and other items based on the private level which is extended from public and private room concept. Pacing generation algorithm acts as a director who deciding when and what elements to cue in such as background sound, sound effect, plots or events to the game to create the ideal tension level the game introduced. | en_US |
dc.rights | This work is protected by copyright. Reproduction or distribution of the work in any format is prohibited without written permission of the copyright owner. | en_US |
dc.rights | Access is unrestricted. | en_US |
dc.title | Procedural content generation horror game | en_US |
dc.contributor.department | Department of Computer Science | en_US |
dc.description.course | CS4514 Project | en_US |
dc.description.programme | Bachelor of Science (Honours) in Computer Science | en_US |
dc.description.supervisor | Supervisor: Dr. Yuen, Chun Hung Joe; First Reader: Dr. Li, Zhenjiang; Second Reader: Dr. Yu, Yuen Tak | en_US |
Appears in Collections: | Computer Science - Undergraduate Final Year Projects OAPS - Dept. of Computer Science |
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