Summary: | 碩士 === 國立臺北教育大學 === 數位科技設計學系(含玩具與遊戲設計碩士班) === 103 === In this study, an L-system-based method for automatic generation of level for 2D platformers was proposed. It uses the level conceptual model to organize the structure and internal components of the level. The method provides a set that allows users to define their own personal templates to complete the generated level.
In defining the logic components of the level, this study is based on the Spelunky and the 2D platformers model proposed by Smith (2008). There are fifteen types of room and the level is made of several rooms in a grid. The method utilizes the Functional L-System to build up a series of objects and levels. By adjusting the components, level difficulty and boundary tolerance, this method can generate playable game levels.
The level generation algorithm can hold the solution path and provide a lot variety of results randomly. The game levels generated by this algorithm are huge and non-repetition. With parameters can be artificially controlled, user has the flexibility to adjust the components of level. Using this method to design and generate the levels, the level designer not only can effectively reduce the costs of level development, but also can easily control the overall contents of each generated level with modular objects.
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