Towards Procedural Map and Character Generation for the MOBA Game Genre

  • Cannizzo A
  • Ramírez E
N/ACitations
Citations of this article
35Readers
Mendeley users who have this article in their library.

Abstract

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.

Cite

CITATION STYLE

APA

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

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free