DISDAIN: An Auto Content Generation VR Game
I. Gusti Ngurah Taksu Wijaya, Seng Hansun, Marcel Bonar Kristanda, Universitas Multimedia Nusantara, Gading Serpong, Tangerang, Indonesia;, Universitas Multimedia Nusantara, Gading Serpong, Tangerang, Indonesia;, Universitas Multimedia Nusantara, Gading Serpong, Tangerang, Indonesia; · Indian Journal of Science and Technology · 2019
Objectives: To build a video game that implementing procedural content generation with a first-person shooter genre and using the newest gaming hardware technology, i.e. Virtual Reality. Methods: Some steps being incorporated in this study, starting from designing the video game, implementing the Procedural Content Generation and Grammars methods, implementing the game level generation, and evaluating the results using Game User Experience Satisfaction Scale (GUESS) and Procedural Content Generation (PCG) evaluation techniques. Findings: DISDAIN was successfully built using Grammars to generate the story and Room Generation Algorithm and Corridor Generation Algorithm to generate the maze-like game space. The game was evaluated by using the GUESS questionnaire which results on 77% satisfaction scale. Application/Improvements: The technique can be adapted to other heavy content games to reduce the production cost. Keywords: Corridor Generation, Game User Experience Satisfaction Scale (GUESS), Grammars, Room Generation, Virtual Reality