New Approach to Personalizing Scenarios for a Single-Player 3D Soulslike Game

A. G. Kravets, A. V. Matokhina, I. N. Plotnikov, N. Salnikova
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Abstract

The results of an analysis of games in the Action/RPG genre and existing methods for personalizing their scenarios are presented, and the stages of developing a computer video game using methods for personalizing its scenarios are outlined. These include strengthening and weakening the player and opponents, as well as changing the environ­ment; approaches and technologies used to solve the problems of developing a system for gameplay personification of game scenarios and developing a software product are revealed. A description of the design stages by the authors of a Soulslike-style game application with the possibility of personalizing its scenarios, the results of functional testing and game performance in terms of the number of frames per second are presented.
单人 3D 类灵魂游戏个性化场景的新方法
介绍了对动作/角色扮演类游戏和现有游戏场景个性化方法的分析结果,并概述了使用场景个性化方法开发计算机视频游戏的各个阶段。其中包括加强和削弱玩家和对手,以及改变环境;揭示了用于解决开发游戏场景人格化系统和开发软件产品问题的方法和技术。此外,还介绍了作者在设计一款可个性化游戏场景的类似《灵魂》风格的游戏应用程序时所经历的各个阶段、功能测试结果以及以每秒帧数计算的游戏性能。
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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