Key and Lock puzzles in Procedural Gameplay

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Please use this identifier to cite or link to this item: http://hdl.handle.net/1853/16823

Title: Key and Lock puzzles in Procedural Gameplay
Author: Ashmore, Calvin
Abstract: This project is an attempt to model and simulate key and lock puzzles in the style of Shigeru Miyamoto games, specifically the Zelda and Metroid series. Much of the gameplay in these titles is oriented around encountering obstacles, and then locating an item that allows the player to circumvent the obstacle. The project is built on top of Charbitat, another project built on Unreal Tournament 2004, which produces procedurally generated space in response to the player's actions.
Description: In Partial Fulfillment of the Requirements for the Degree Master of Science in Information Design & Technology, School of Literature, Communication and Culture, Ivan Allen College, Georgia Institute of Technology
Type: Masters Project
URI: http://hdl.handle.net/1853/16823
Date: 2006-04
Publisher: Georgia Institute of Technology
Subject: Simulation of key and lock puzzles
Procedural gameplay
Ludology
Renderers
Simulators
Charbitat
Advisor: Michael Nitsche (Chair), Ian Bogost, Michael Mateas

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