I have finally submitted the first draft of my proposal for PCG using ORE in my video game. I am excited to keep working on it, Initial results are promising.
388 week 13
I have been continuing work on my first draft of the proposal, progress is slow but I will eventually get there. I have been doing a little work to try and improve my simplified ORE algorithm but I think I will have to postpone this work so that I can focus on my proposal.
Weekly Update (4/15)
This week, I spent time figuring out how to make the software publication ready, and discussed with Craig on whereabouts of the server and database
388 Week 12
I have designed a simplified ORE algorithm. I created a chunk library using ascii characters, only 15 different chunks. It is a simplified ORE algorithm because each chunk has 2 anchors, so there is only ever one place for the extension to take place. It also randomly selects the chunks so there is no selection process. While this algorithm is simple, I have been able to generate levels with great diversity. One of the parameters I feed it is the number of chunks I want to stitch together. I find that 40 looks the best and that the more chunks you have the more variety. since there is only ever one extension point, it does not allow for branching which is one facet that make a game more enjoyable.
Weekly Update (4/10)
This week, I finalized my poster and prepared my paper for the evaluation draft submission. I also met with Craig to discuss taking the application live.
488 4/10 update
This week I spent working on getting my poster ready for printing. Other than that I also spent several hours preparing my paper for the evaluation draft due Friday. Not there yet but making progress.
Mega Update
This is a mega update on my to make up for several weeks of missing updates.
- I did a preliminary cost analysis for my first idea, which would result in either a budget of $400 or $3500 depending on what hardware i went with.
- I applied for the Yunger Fellowship as a funding source to be able to afford the hardware needed for my first project idea. I did not end up getting it, unfortunately, and so called in a favor for an alternative source of funding.
- In the midst of my research, I discovered that as near as I can tell, no one has ever published research on applying Augmented Reality to the Management aspect of theater, only the artistic side.
- I decided to combine my first and second ideas and switch from using Microsoft Hololens as the hardware to Leap Motion’s Project NorthStar, an open-source Augmented Reality device, after Microsoft decided that they couldn’t care less about small independent developer types such as myself.
- After settling on NorthStar, i started delving into the Unity API’s as well as sourcing hardware and 3D printing capabilities.
- Currently, I am waiting for the Leap Motion sensor to arrive in the mail so i can do concrete work with the APIs, and for my test print to finish to determine if i need to buy the recommended filament or if the one we use will suffice.
388 week 11
my literary review has definitely guided which direction I want to take my project in. While doing research into the different kinds and application of PCG There are a lot of cool examples of the use of tile based such as in spelunky or rhythm based in others. I am most intrigued by Occupancy Regulated Extension(ORE), an algorithm that looks at where a play can exist in a level and branches out based on a predetermined library of level segments. This methods seems like the most applicable to my video game, or at least the geometry and it gives the users some control, what level segments go into the library. I have yet to find source code for it however.
4/3 weekly update
I spent most of this week writing the most recent draft, and then putting together a first draft of the poster. Spent some time debugging, but my focus was on the paper and poster.