Abstract
This paper introduces an authoring tool for physics-based puzzle games that supports game designers through providing visual feedback about the space of interactions. The underlying algorithm accounts for the type and physical properties of the different game components. An area of influence, which identifies the possible space of interaction, is identified for each component. The influence areas of all components in a given design are then merged considering the components’ type and the context information. The tool can be used offline where complete designs are analyzed and the final interactive space is projected, and online where edits in the interactive space are projected on the canvas in realtime permitting continuous assistance for game designers and providing informative feedback about playability.
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Notes
- 1.
A video showing the method working is available online: http://noorshaker.com/CutTheRope.html.
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Acknowledgments
We thank ZeptoLab for giving us permission to use the original Cut The Rope graphical assets for research purposes. The research was supported in part by the Danish Research Agency, Ministry of Science, Technology and Innovation; project “PlayGALe” (1337-00172).
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Shaker, M., Shaker, N., Abou-Zleikha, M., Togelius, J. (2015). A Projection-Based Approach for Real-Time Assessment and Playability Check for Physics-Based Games. In: Mora, A., Squillero, G. (eds) Applications of Evolutionary Computation. EvoApplications 2015. Lecture Notes in Computer Science(), vol 9028. Springer, Cham. https://doi.org/10.1007/978-3-319-16549-3_35
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