撰写了文章 更新于 2018-03-30 21:53:18
推荐书籍:Procedural Generation in Game Design
简介
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
Shitake 1年前
想要中译本
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Harrix 1年前
Mark
不过无光之海也算PCG吗- -
Bozar [作者] 1年前
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