DESIGN AND BUILD VR HORROR GAMES WITH PROCEDURAL CONTENT GENERATION USING CELLULAR AUTOMATA ALGORITHM

Muhammad Dzulfiqar Ramadhan Wibawanto, Angga Aditya Permana, Adhi Kusnadi
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Abstract

The development of video games is very fast according to data obtained by ESA in 2021, about 226 million people on American played video games and in Indonesia 105 million people play video games and this will continue to increase, it is predicted that in 2025 video players gaming in Indonesia will reach 127 million people, this causes the need for game content continues to increase while for making game content it is not something that cheap, one way to reduce costs in making content in the game is to implement procedural content generation, procedural content generation is one way of creating content game automatically by using an algorithm. This research aims to design and build a virtual reality horror game using use cellular automata algorithm, cellular automata algorithm in research This research is used for map making, besides that this research also aims to measure the level of player satisfaction with the game that has been made. Game created using the Unity 3D game engine and the C# programming language. After game has been successfully built, will measure the level of satisfaction through cakes. questionnaire using GUESS-18, based on tests that have been carried out with GUESS-18, the results obtained are 77.1 percent, which can be concluded that the level of player satisfaction is categorized as good.
使用细胞自动机算法设计和构建带有程序内容生成的vr恐怖游戏
根据ESA在2021年获得的数据,电子游戏的发展非常快,大约有2.26亿人在美国玩电子游戏,在印度尼西亚有1.05亿人玩电子游戏,这将继续增加,预计到2025年,印度尼西亚的电子游戏玩家将达到1.27亿人,这导致对游戏内容的需求继续增加,而制作游戏内容并不是那么便宜。降低制作游戏内容成本的一种方法是执行程序内容生成,程序内容生成是通过使用算法自动创造内容游戏的一种方法。本研究旨在利用元胞自动机算法设计和构建一个虚拟现实恐怖游戏,本研究将元胞自动机算法用于地图制作,同时本研究还旨在测量玩家对所制作的游戏的满意度。游戏使用Unity 3D游戏引擎和c#编程语言创建。游戏建成成功后,将通过蛋糕来衡量玩家的满意度。使用GUESS-18进行问卷调查,基于对GUESS-18进行的测试,获得的结果为77.1%,可以得出玩家满意度水平为良好的结论。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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