To Make Sense of Procedurally Generated Dungeons

Simon Tolinsson, Alexander Flodhag, Alberto Alvarez, José Font · 2020

With the growth of procedural content generation in game development, there is a need for a viable generative method to give context and make sense of the content within game space. We propose procedural narrative as context through objectives, as a useful means to structure content in games. In this paper, we present and describe an artifact developed as a sub-system to the Evolutionary Dungeon Designer (EDD) that procedurally generates objectives for the dungeons created with the tool. The quality of the content within rooms is used to generate objectives, and together with the distributions and design of the dungeon, main and side objectives are formed to maximize the usage of game space and create a proper context.

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