dc.contributor.author |
Alifian Aqshol, Muhammad |
|
dc.contributor.author |
Bagus Harisa, Ardiawan |
|
dc.contributor.author |
Nurtantianto Andono, Pulung |
|
dc.contributor.author |
Tai, Wen-Kai |
|
dc.date.accessioned |
2024-05-31T13:27:11Z |
|
dc.date.available |
2024-05-31T13:27:11Z |
|
dc.date.issued |
2024-05-31 |
|
dc.identifier.issn |
2210-142X |
|
dc.identifier.uri |
https://journal.uob.edu.bh:443/handle/123456789/5707 |
|
dc.description.abstract |
In our effort to introduce programming foundations to secondary-level students in a more engaging way, we are developing a turn-based tactics game named MECH.AI. In addition of being a strategy game, MECH.AI incorporates elements of serious games, focusing on educating players in basic programming and artificial intelligence concepts. Players can control game objects not only through the graphical user interface but also via the command line, simulating programming practices. However, providing game maps and challenges is crucial and can significantly impact game pacing, thereby affecting the player experience. The creation of battle maps is essential to maintain diversity and excitement in the game, preventing it from becoming monotonous. Producing high-quality content in a short amount of time is challenging, and procedural content generation emerges as an effective solution to this problem. In this study, we aim to apply a system that generates game maps with pacing controllable by the designer using the Wave Function Collapse algorithm. We will examine a pacing aspect that influences player experience, specifically tempo. This system enables us to generate tactical game maps and manage game pacing. The results show that controlling game pacing while in pre-battle map generation is feasible and adjustable to match designer's preferences. |
en_US |
dc.language.iso |
en |
en_US |
dc.publisher |
University of Bahrain |
en_US |
dc.subject |
Procedural Content Generation, Turn-based Tactics, Strategy Games, Wave Function Collapse, Game Design, Serious Games |
en_US |
dc.title |
Pacing Control in Strategy Game Map Generation using Wave Function Collapse |
en_US |
dc.identifier.doi |
http://dx.doi.org/10.12785/ijcds/XXXXXX |
|
dc.volume |
16 |
en_US |
dc.issue |
1 |
en_US |
dc.pagestart |
189 |
en_US |
dc.pageend |
199 |
en_US |
dc.contributor.authorcountry |
Indonesia |
en_US |
dc.contributor.authorcountry |
Indonesia |
en_US |
dc.contributor.authorcountry |
Indonesia |
en_US |
dc.contributor.authorcountry |
Taiwan |
en_US |
dc.contributor.authoraffiliation |
Faculty of Computer Science, Universitas Dian Nuswantoro |
en_US |
dc.contributor.authoraffiliation |
Faculty of Computer Science, Universitas Dian Nuswantoro |
en_US |
dc.contributor.authoraffiliation |
Faculty of Computer Science, Universitas Dian Nuswantoro |
en_US |
dc.contributor.authoraffiliation |
Department of Computer Science and Information Engineering, National Taiwan University of Science and Technology |
en_US |
dc.source.title |
International Journal of Computing and Digital Systems |
en_US |
dc.abbreviatedsourcetitle |
IJCDS |
en_US |