Abstract
Dungeon on the Move is a single-player casual mobile game dungeon crawler in development, in which the dungeon itself is in flux – rooms change, they disappear, and even the room the player is trying to reach won’t stay still. This paper concerns a case study of an in-development project that seeks to explore the creative opportunities in blending a procedurally generated dungeon with a partially procedurally generated story. It explores the research question: How might we design a simple digital dungeon crawler utilizing a procedurally driven narrative that offers some promise of innovation? It provides a brief explanation of terms then explores details of the development, anticipated difficulties, with a view to next steps on the project.
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Maurice Suckling, Fanghong Dong, Rachel Mailhot, Kirsten Pilla, Samuel Gould, Yi Ning, Yizhe Wu, Leonardo Price, and Yueqing Dai.
References
Ryan, J.: UCSC, Curating Simulated Storyworlds, December 2018. https://escholarship.org/uc/item/1340j5h2. Accessed 10 Sept 2019
Gygax, G.: Solo dungeon adventures. The Strategic Review, vol. 1, no. 1. Spring (1975). https://annarchive.com/files/Strv101.pdf. Accessed 10 Sept 2019
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Suckling, M. (2019). Dungeon on the Move: A Case Study of a Procedurally Driven Narrative Project in Progress. In: Cardona-Rivera, R., Sullivan, A., Young, R. (eds) Interactive Storytelling. ICIDS 2019. Lecture Notes in Computer Science(), vol 11869. Springer, Cham. https://doi.org/10.1007/978-3-030-33894-7_15
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DOI: https://doi.org/10.1007/978-3-030-33894-7_15
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