MINDAUGAS KLUONIS

PROCEDURALLY GENERATED CONTENT USING USER DEFINED RULES
To speed up game development process, many procedural content generation approaches are used. This project used generate and edit approach to ensure the quality of the produced content using Unity3D engine. Mini-framework created handles the editing of the generated content data by reading developer provided rules. The rule system is extendable. This allow the new rule implementation which enhances both the visual generation and behavior generation. The design patterns and the computer science methodologies were combined with the multimedia to generate the random 2-dimensional world and objects such as enemies, items and interactables without developer interference.

Procedural content generation principles becoming more popular due to the demand of new game content. Commercial games costs can reach millions potentially not generating any profit. To reduce both risks and development time, procedural generation methodologies are used. This project looks at procedural content generation implementations that can be applied for game content generation. A basic 2D game is created to see how pseudo-random data can be extracted and reused in the other sub-systems of the game to provide faster development time. This project will use commonly known programming methodologies that can be applied to any computer program architecture to provide the system with easy editable and expendable structure.