Object-oriented specification of reactive systems
ICSE '90 Proceedings of the 12th international conference on Software engineering
ACM Transactions on Programming Languages and Systems (TOPLAS)
Seeing is believing: the importance of visualization in manufacturing simulation
Proceedings of the 32nd conference on Winter simulation
Z: An Introduction to Formal Methods
Z: An Introduction to Formal Methods
Game Design Theory and Practice
Game Design Theory and Practice
A Practical Theory of Reactive Systems: Incremental Modeling of Dynamic Behaviors (Texts in Theoretical Computer Science. An EATCS Series)
Thoughtful Interaction Design: A Design Perspective on Information Technology
Thoughtful Interaction Design: A Design Perspective on Information Technology
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
The art of game design: a book of lenses
The art of game design: a book of lenses
Exploring Games as Formal Models
SEEFM '09 Proceedings of the 2009 Fourth South-East European Workshop on Formal Methods
ACM SIGSOFT Software Engineering Notes
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In this paper we suggest using gameplay simulations on a logical event level as a design tool already in the early stages of the development process. The approach is centred on abstracting all unnecessary details of the gameplay to produce a highly simplified model of the game system. Compared to other kinds of intermediate design representations, such as sketches and prototypes, the simulations can reveal problems and opportunities in the longer term dynamics of possible gameplay. As an example we describe an implementation of a simulation model for the game Tower Bloxx using a simulation software package called DisCo.