Essays about: "roguelike"
Showing result 1 - 5 of 6 essays containing the word roguelike.
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1. Developing a Roguelike Deckbuilding Design Tool with Slay the Spire Modding API
University essay from Malmö universitet/Fakulteten för teknik och samhälle (TS)Abstract : Dream Quest(2014) introduced the Roguelike deckbuilder as a game genre. The genre later became popular with the help of Slay the Spire in 2017. As the genre is still fairly new, there are not a lot of tools for designing games of said genre. READ MORE
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2. Defining a new Game Genre : Ontological approach to identify and define a new genre of games
University essay from Högskolan i Skövde/Institutionen för informationsteknologiAbstract : This thesis investigates the genre classification of Vampire Survivors-like games, focusing on "Vampire Survivors" by Poncle (2021, poncle). The objective is to define their genre and explore the possibility of a new genre creation. READ MORE
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3. Using machine learning to help find paths through the map in Slay the Spire
University essay from Malmö universitet/Institutionen för datavetenskap och medieteknik (DVMT)Abstract : Slay the Spire is a complex deck-building and roguelike game with many possibilities of improving players ability to win. An important part of Slay the Spire is choosing a path that makes the players character as successful as possible. READ MORE
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4. Procedural generation of game bits and its effect on game user experience
University essay from Högskolan i Skövde/Institutionen för hälsovetenskaperAbstract : Procedural Content Generation means the algorithmic creation of game content with limited or indirect user input. This technique is currently widespread in the game industry. However, its effects when applied to elements that do not engage directly with the player, also known as Game Bits, require more research. READ MORE
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5. PCG in game bits and its effect on player behaviour
University essay from Högskolan i Skövde/Institutionen för informationsteknologiAbstract : This dissertation presents a study that explores the idea of implementing PCG in game bits. Procedural Content Generation (PCG) refers to content in games that is created by an algorithm rather than a human. Game bits is the part of game content that relates to graphics, audio and other elements that don’t directly affect gameplay. READ MORE