A framework for analysis of 2D platformer levels
Sandbox '08 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
Rhythm-based level generation for 2D platformers
Proceedings of the 4th International Conference on Foundations of Digital Games
Polymorph: dynamic difficulty adjustment through level generation
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Automatic level generation for platform videogames using genetic algorithms
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Hi-index | 0.00 |
This article presents an overview over our system for the creation of platform game levels. It consists of a framework with a generic and flexible approach that integrates most of the concepts that can be found in this type of games. In addition, some procedural techniques are employed allowing automatic level generation, dynamic difficulty adjustment, optional content creation and item gathering or triggering related challenges. The system can be extended by adding new plugins to support other games or generation algorithms.