Abstract
This chapter presents the challenge of developing a procedural algorithm for creating exotic expeditions used in the best practice example Renowned Explorers , an adventure management game. A specific challenge was adapting the algorithm to shifting design requirements. To meet the goal, two methods for algorithm architecture are presented and compared. Firstly, static methods with a wide expressive range are employed, but ultimately fail. In consequence, requirements for a valid procedural design method are identified, resulting in a more flexible approach. The results of this work include not only a description of the algorithms but describe a new paradigm for creating procedural algorithms, which allow meeting shifting design goals.
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Kerssemakers, M. (2017). Procedural Adventure Generation: The Quest of Meeting Shifting Design Goals with Flexible Algorithms. In: Korn, O., Lee, N. (eds) Game Dynamics. Springer, Cham. https://doi.org/10.1007/978-3-319-53088-8_9
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DOI: https://doi.org/10.1007/978-3-319-53088-8_9
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