Abstract:
Dungeon Crawler games are getting a greater prominent rise in attention in the present day. Therefore, managing the pace
in dungeon games is necessary. In this paper, we generate dungeon levels with the game pacing as intended by the game designer
by integrating the concept of the Mission and Space framework and Game Design Patterns to generate dungeon game levels with the
intended pacing. The Mission and Space framework handles the generation of tasks and in-game geometry spaces. We also present
Pacing Patterns as patterns of the pacing on a game level to drive the level generations. We use a genetic algorithm to generate the
potential level candidates. Those processes are encapsulated in a mixed-initiative tool, Pacing-based Dungeon Generator, to generate
meaningful dungeon levels for players based on game designer preferences of game pacing. The proposed approach can minimize both
time and expenses used to create game levels and effectively provide a more formal approach for game designers. Moreover, it keeps
the players’ progression and experience as what the designer expected.