A. G. Kravets, A. V. Matokhina, I. N. Plotnikov, N. Salnikova
{"title":"New Approach to Personalizing Scenarios for a Single-Player 3D Soulslike Game","authors":"A. G. Kravets, A. V. Matokhina, I. N. Plotnikov, N. Salnikova","doi":"10.17587/prin.15.372-384","DOIUrl":null,"url":null,"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.","PeriodicalId":513113,"journal":{"name":"Programmnaya Ingeneria","volume":"20 15","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-07-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Programmnaya Ingeneria","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.17587/prin.15.372-384","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
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.