Ortam tabanlı dinamik içerik yaratımı, yeni bir yöntem.


Tezin Türü: Yüksek Lisans

Tezin Yürütüldüğü Kurum: Orta Doğu Teknik Üniversitesi, Türkiye

Tezin Onay Tarihi: 2015

Tezin Dili: İngilizce

Öğrenci: Burkay Özdemir

Danışman: VEYSİ İŞLER

Özet:

Game Industry is growing every day with thousands of games are being released each month. Although game development tools are constantly become more easy to use, accessible and carry most of the workload of developers, serving fresh content is still a big issue for developers. Procedural Content Generation (PCG) is used as an alternative method to providing content manually. Despite its main purposes like reducing the memory usage are fading away with the recent developments, it has a huge potential to create truly never ending fresh content to players, which is one of the main problem that most of the games having these days. There are many researches being done in PCG, most of them relies on pseudo random generators or experience driven generators which are both stuck with the limits of users or testers who plays those games. In this thesis, we have proposed a new approach to procedural content generation which will help to feed the games with actual, up-to-date content by using social networks. We have generated a framework and demonstrated the usage of this generation method in a game. We have tested our games and applied a questionnaire in Appendix C by using four prototypes to understand how current dynamical approaches perceived by users. We have found out that while our approach preferred best among prototypes, traditional random generation approach was always least preferred approach. We have also applied another questionnaire in Appendix A to measure player’s experiences and forecast new possible applications of this approach. As a result we were able to pinpoint strength and weaknesses of our approach and target new genres to explore using this framework in the future.