Curve-Based Level Generation for a Full-Body VR Rhythm Game

E. J. Truesdell
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引用次数: 1

Abstract

Due to the large amount of content authoring required to produce levels for rhythm games, procedural content generation provides an attractive alternative for generating levels in large numbers. Frequently, however, level generators for rhythm games rely only on a “difficulty” measure to describe desired level properties. This work presents level generation tool for BEAMS, a full-body virtual reality rhythm game. The BEAMS level generator allows designers to shape curves describing four characteristics of the obstacles needed for a game in which the primary interaction involves the human body in three-dimensional space.
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基于曲线的VR节奏游戏关卡生成
由于制作节奏游戏关卡需要大量内容创作,程序内容生成为生成大量关卡提供了一个有吸引力的选择。然而,节奏游戏的关卡生成器通常只依赖于“难度”度量来描述所需的关卡属性。本作品为全身虚拟现实节奏游戏BEAMS提供了关卡生成工具。beam关卡生成器允许设计师塑造描述游戏所需障碍的四种特征的曲线,其中主要互动涉及三维空间中的人体。
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