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2011 26th IEEE/ACM International Conference on Automated Software Engineering (ASE 2011) (2004)
Linz, Austria
Sept. 20, 2004 to Sept. 24, 2004
ISSN: 1068-3062
ISBN: 0-7695-2131-2
pp: 88-99
D. Szafron , University of Alberta, Edmonton, Canada
D. Parker , Electronic Arts Inc., Burnaby, Canada
J. Redford , BioWare Corp., Edmonton, Canada
M. Cutumisu , University of Alberta, Edmonton, Canada
J. Schaeffer , University of Alberta, Edmonton, Canada
M. McNaughton , University of Alberta, Edmonton, Canada
ABSTRACT
Recently, some researchers have argued that generative design patterns (GDPs) can leverage the obvious design re-use that characterizes traditional design patterns into code re-use. This paper provides additional evidence that GDPs are both useful and productive. Specifically, the current state-of-the-art in the domain of computer games is to script individual game objects to provide the desired interactions for each game adventure. We use BioWare Corp.'s popular Neverwinter Nights computer role-playing game to show how GDPs can be used to generate game scripts. This is a particularly good domain for GDPs, since game designers often have little or no programming skills. We demonstrate our approach using a new GDP tool called ScriptEase.
INDEX TERMS
generative design patterns, scripting languages, code generation, computer games
CITATION
D. Szafron, D. Parker, J. Redford, M. Cutumisu, J. Schaeffer, M. McNaughton, "ScriptEase: Generative Design Patterns for Computer Role-Playing Games", 2011 26th IEEE/ACM International Conference on Automated Software Engineering (ASE 2011), vol. 00, no. , pp. 88-99, 2004, doi:10.1109/ASE.2004.10029
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