TOWER DEFENSE GENERATOR A TOOL FOR SUPPORTING GAME DESIGN EDUCATION Jose Zagal & Pitchatarn Lertudomtana
TOWER DEFENSE GENERATORA TOOL FOR SUPPORTING GAME DESIGN EDUCATION
Jose Zagal & Pitchatarn Lertudomtana
Supporting Game Design Education How to help students better learn and
practice game design?
Should be easy! Expert players Passionate about games Have lots of game ideas
Easy but…. (most) Students
Expert play does not (necessarily) lead to design skills
Can’t articulate design goals and intentions Have trouble coming up with innovative ideas
E.g. Want to make Halo 5!
How to leverage prior knowledge, yet allow for meaningful creativity?
See also: Zagal, J.P., Bruckman, A. (2009) "Novices, Gamers, and Scholars: Exploring the Challenges of Teaching About Games", Game Studies 8:2
Tools For Supporting Game Design
Black Box White Box
Avoid overwhelming with ALL the details (white box)
Avoid inaccessibility and lack of agency (black box)
Let people create in powerful and meaningful ways
(but with interesting constraints)
Grey Box Tools
Tower Defense Game Generator Tower Defense Game?
Players must Build/Position “Towers” (Static Defenses) Decide when to upgrade them
Towers automatically attack enemies (creeps) that advance towards an endpoint
Tower Defense Games
Desktop Tower Defense (Preece 2007)Plants vs Zombies (PopCap Games 2009)
Simple to play, hard to understand deeply Deep and rich design space to explore
Tower Defense Generator (TDG) Tool for Designing Tower Defense Games
Currently consists of: Map Generator Map Editor XML specification for towers, enemies &
waves Game Engine (for playtesting)
Inspirations Constructional Design “a type of meta-design: [that] involves
the design of new tools and activities to support students in their own design activities” (Resnick et al., 1996)
Mixed-Initiative Design Computational Intelligence to Support
DesignersResnick, M., Bruckman, A., & Martin, F. (1996). Pianos Not Stereos: Creating Computational Construction Kits. Interactions, 3(5), 41-50.Smith, G., Whitehead, J., & Mateas, M. (2010). Tanagra: A Mixed-Initiative Level Design Tool. Paper presented at the FDG ’10: Proceedings of the Fifth International Conference on the Foundations of Digital Games.
“Intelligence” in the tool
Computational
Tool
Content(levels,
Provides Input
Designer
Generates, Filters,
and Outputs
Evaluates(tests, plays, edits)
Rapid Iteration
Learn to Explore a Design Space
Several spawn pointsUnusual Dimensions
What makes a “good” map?
How are they different?
Pacing?
Decisions?
Map Generator Baseline
Parameters E.g. Dimensions
Multiple Map Generation Heuristics Random Branching Cellular
Automata
Enemies appear from here(yellow flag)
Enemies want to go here(checkered flag)
This is the path they’ll (currently) follow
(purple)
Player can build anywhere that has a
“white box”
Enemies can’t walk through “brown”
border tiles
Enemies can walk over
anything with green borders
Exploring Design Space Different heuristics generate different
“looking” maps
Map Editor Support for “tweaking” maps
Maps that are “almost” there
Game Engine Playtest maps
generated
Simple AI pathfinding
See what happens
Helping Learners Reflect Heuristics for Map Generation
Flashlights that illuminate part of the design space
Allow for rapid iteration Refine parameters Identify “not-quite-there” maps LOTS of maps
“Just enough” agency
Helping Learners Reflect
Focus on one of the “pillars” of a Tower Defense game while the
others are invariant
Terrain Towers
Enemies
Current (and future) Work Formative assessment in formal
educational setting
Design/development of new features Allow designers to annotate with design
intentions/goals Develop new heuristics (map generation) Develop techniques for even faster
playtesting (game balancing)
Thank you for your time!(“Pre-Alpha”) Available : https://www.dropbox.com/s/xw2inqa18nl2mal/TowerD
efenseProject.exe PC Only (requires .NET and XNA) Warning: Pre-Alpha means “may not work
or have issues on your machine”
Jose [email protected]
http://facsrv.cdm.depaul.edu/~jzagal