In this paper, we present an approach to create assets using proceduralalgorithms in maps generation and dynamic adaptation of characters for a MOBA video game, preserving the balancing feature to players. Maps arecreated based on offering equal chances of winning or losing for both teams. Also, a character adaptation system is developed which allows changing the attributes of players in real-time according to their behaviour, always maintaining the game balanced. Our tests show the effectiveness of the proposed algorithms to establish the adequate values in a MOBA videogame.
CITATION STYLE
Cannizzo, A., & Ramírez, E. (2015). Towards Procedural Map and Character Generation for the MOBA Game Genre. Ingeniería y Ciencia, 11(22), 95–119. https://doi.org/10.17230/ingciencia.11.22.5
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