推荐书籍:Procedural Generation in Game Design

包子
2018-03-25 20:11:19

Procedural Generation in Game Design 这本工具书出版于 2017 年,从用途上讲,类似 Kobold Guide to Worldbuilding (狗头人创世指南)。Worldbuilding 请来多位作者,帮助桌面角色扮演游戏的主持人创造幻想世界;而 Procedural Generation 是写给电子游戏开发者的,书中许多作者开发过大量采用 PCG 技术的(Procedural Content Generation)Roguelike 游戏:

* 2: Kenny Backus, Sky Rogue * 3: Liam Welton, Sunless Sea * 4, 19, 26: Jason Grinblat & Brian Bucklew, Caves of Qud中文介绍) * 7: Jim Shepard, Dungeonmans * 9: Joris Dormans, Unexplored中文介绍) * 10, 27: Mark R. Johnson, Ultima Ratio Regum * 11: Danny Day, Desktop Dungeons * 12: Ben Kane, Keep Talking and Nobody Explodes * 14: Wyatt Cheng, Diablo III * 20: Harry Tuffs, A House of Many Doors

对于时间有限的读者,我推荐阅读第 4、7、14 章。如果把 PCG 看作让程序自动装配积木,第 4 章(Designing for Modularity)的建议有助于设计积木和装配规则。第 7、14 章包含伪代码。前者(Level Design II Handcrafted Integration)解释了怎样把人工设计的房间加入随机生成的地下城;后者(Procedural Enemy Waves)提供了四种机制,根据游戏内状态逐步生成敌人。

第 3、8、9 章(章节标题见附录)涉及更多生成地城房间的思路。第 18 章(Story and Plot Generation)介绍的语法让程序生成故事,第 19 章(Emergent Narratives and Story Volumes)告诉读者怎样让程序生成的故事包含作者想要表达的情感和想法。第 26 章(Algorithms and Approaches)概述了与 PCG 有关的算法。第 11、12 章把逐步生成技术用于两种不太常见的游戏要素:谜题和逻辑。

最后,我是在 Reddit 分区 /r/roguelikedev 第一次听说了这本书。


附录:

SECTION I Procedural Generation

* CHAPTER 1 ▪ When and Why to Use Procedural Generation * CHAPTER 2 ▪ Managing * CHAPTER 3 ▪ Aesthetics in Procedural Generation * CHAPTER 4 ▪ Designing for Modularity * CHAPTER 5 ▪ Ethical Procedural Generation

SECTION II Procedural Content

* CHAPTER 6 ▪ Level Design I Case Study * CHAPTER 7 ▪ Level Design II Handcrafted Integration * CHAPTER 8 ▪ Level Design III Architecture and Destruction * CHAPTER 9 ▪ Cyclic Generation * CHAPTER 10 ▪ Worlds * CHAPTER 11 ▪ Puzzles * CHAPTER 12 ▪ Procedural Logic * CHAPTER 13 ▪ Artificial Intelligence * CHAPTER 14 ▪ Procedural Enemy Waves * CHAPTER 15 ▪ Generative Artwork * CHAPTER 16 ▪ Generative Art Toys * CHAPTER 17 ▪ Audio and Composition

SECTION III Procedural Narrative

* CHAPTER 18 ▪ Story and Plot Generation * CHAPTER 19 ▪ Emergent Narratives and Story Volumes * CHAPTER 20 ▪ Poetry Generation * CHAPTER 21 ▪ Characters and Personalities

SECTION IV The Procedural Future

* CHAPTER 22 ▪ Understanding the Generated * CHAPTER 23 ▪ Content Tools Case Study * CHAPTER 24 ▪ Automated Game Tuning * CHAPTER 25 ▪ Generating Rules * CHAPTER 26 ▪ Algorithms and Approaches * CHAPTER 27 ▪ Meaning

1
0

查看更多豆瓣高分好书

回应(0)

添加回应

了解更多图书信息

豆瓣
免费下载 iOS / Android 版客户端