Publicação
Dynamic challenges in videogames
| Resumo: | As videogames have developed over different genres and gameplay mechanics, so have the behaviours of the NPCs. The objective of this project is to create a system that procedurally generates narrative content based of dynamic NPC behaviour. The base idea is generating NPCs with different personalities that behave and respond differently in different situations as the different personality traits affect how easily they feel different emotions. This is done using widely accepted personality and emotion models, the OCEAN model and the Wheel of Emotions model, respectively. The personality traits affect emotions and that affects NPC behaviour, bringing out emergent behaviour that intertwine with each other and with the player’s as the NPCs are being stimulated by their surroundings. Two prototypes were made. The initial one was text based and influenced by games like Zork. The second prototype was the one that led to the final prototype, and gives an isometric view over the map where the player can walk freely and with invisible waypoints for villagers to make paths through. The prototypes were made using Unity. The player’s possible actions are roaming the map, communicating with the villagers, and using items. The messages and actions provoke responses in the villagers. These responses are based on their personalities, which are generated at the start of every game, along with a job that will give the villager exclusive actions. The characters can store memories that reference objects, locations and relationships. They are affected by and affect responses and actions. Characters are always calculating which action they will do next. Every action has a different scoring involving relevant parameters like emotion values, personality traits and relationship parameters. When a villager is feeling an emotion strongly, their facial expression and color will change. |
|---|---|
| Autores principais: | Nunes, Rafael Faria |
| Assunto: | Videojogos Geração de conteúdo procedimental (PCG) Personagens não jogáveis (NPC) Narrative emergente Comportamento Teses de mestrado - 2024 |
| Ano: | 2024 |
| País: | Portugal |
| Tipo de documento: | dissertação de mestrado |
| Tipo de acesso: | acesso aberto |
| Instituição associada: | Universidade de Lisboa |
| Idioma: | inglês |
| Origem: | Repositório da Universidade de Lisboa |
| Resumo: | As videogames have developed over different genres and gameplay mechanics, so have the behaviours of the NPCs. The objective of this project is to create a system that procedurally generates narrative content based of dynamic NPC behaviour. The base idea is generating NPCs with different personalities that behave and respond differently in different situations as the different personality traits affect how easily they feel different emotions. This is done using widely accepted personality and emotion models, the OCEAN model and the Wheel of Emotions model, respectively. The personality traits affect emotions and that affects NPC behaviour, bringing out emergent behaviour that intertwine with each other and with the player’s as the NPCs are being stimulated by their surroundings. Two prototypes were made. The initial one was text based and influenced by games like Zork. The second prototype was the one that led to the final prototype, and gives an isometric view over the map where the player can walk freely and with invisible waypoints for villagers to make paths through. The prototypes were made using Unity. The player’s possible actions are roaming the map, communicating with the villagers, and using items. The messages and actions provoke responses in the villagers. These responses are based on their personalities, which are generated at the start of every game, along with a job that will give the villager exclusive actions. The characters can store memories that reference objects, locations and relationships. They are affected by and affect responses and actions. Characters are always calculating which action they will do next. Every action has a different scoring involving relevant parameters like emotion values, personality traits and relationship parameters. When a villager is feeling an emotion strongly, their facial expression and color will change. |
|---|