Abstract
This paper outlines a system for generating adventure games
based on open data, and describes a sketch of the system im-
plementation at its current state. The adventure game genre
has been popular for a long time and diers signicantly in
design priorities from game genres which are commonly ad-
dressed in PCG research. In order to create believable and
engaging content, we use data from DBpedia to generate
the game's non-playable characters locations and plot, and
OpenStreetMaps to create the game's levels
based on open data, and describes a sketch of the system im-
plementation at its current state. The adventure game genre
has been popular for a long time and diers signicantly in
design priorities from game genres which are commonly ad-
dressed in PCG research. In order to create believable and
engaging content, we use data from DBpedia to generate
the game's non-playable characters locations and plot, and
OpenStreetMaps to create the game's levels
| Original language | English |
|---|---|
| Publication date | 2015 |
| Number of pages | 4 |
| Publication status | Published - 2015 |
| Event | FDG Workshop on Procedural Content Generation - , United States Duration: 22 Jun 2015 → 25 Sept 2015 |
Conference
| Conference | FDG Workshop on Procedural Content Generation |
|---|---|
| Country/Territory | United States |
| Period | 22/06/2015 → 25/09/2015 |
Keywords
- adventure games
- open data
- procedural content generation (PCG)
- DBpedia
- OpenStreetMaps
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