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TOWER DEFENSE
GENERATOR
A 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 Stud
Tools For Supporting Game
 Design

Black Box                                             White Box



                      Grey Box Tools
            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)
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
          Designers
Resnick, 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
       Provides Input


                                                            Generates
                               Rapid Iteration               , Filters,
                                                                and
                                                             Outputs
 Designer

            Evaluates
       (tests, plays, edits)                     Content
                                                 (levels,
Learn to Explore a Design
    Space
     What makes a “good” map?

       How are they different?

                Pacing?

              Decisions?




Unusual Dimensions               Several spawn points
Map Generator
   Baseline
    Parameters
       E.g. Dimensions


   Multiple Map
    Generation
    Heuristics
     Random
     Branching

     Cellular
      Automata
Enemies want to go here
                              (checkered flag)



                               This is the path
                            they’ll (currently) follow
                                     (purple)




Enemies appear from here
      (yellow flag)
Enemies can’t walk
   through “brown”
      border tiles



    Enemies can
      walk over
    anything with
    green borders




  Player can build
anywhere that has a
    “white box”
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

                                    Towers
    Terrain




                       Enemie
                         s



         Focus on one of the “pillars” of a
          Tower Defense game while the
                others are invariant
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/TowerDefenseP
    roject.exe
     PC  Only (requires .NET and XNA)
     Warning: Pre-Alpha means “may not work or have
      issues on your machine”



                                                     Jose Zagal
                                        jzagal@cdm.depaul.edu
                             http://facsrv.cdm.depaul.edu/~jzagal

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Tower Defense Generator: A Tool for Supporting Game Design Education

  • 1. TOWER DEFENSE GENERATOR A TOOL FOR SUPPORTING GAME DESIGN EDUCATION Jose Zagal & Pitchatarn Lertudomtana
  • 2. 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
  • 3. 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 Stud
  • 4. Tools For Supporting Game Design Black Box White Box Grey Box Tools 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)
  • 5. 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
  • 6. 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
  • 7. 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)
  • 8. 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 Designers Resnick, 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.
  • 9. “Intelligence” in the tool Computational Tool Provides Input Generates Rapid Iteration , Filters, and Outputs Designer Evaluates (tests, plays, edits) Content (levels,
  • 10. Learn to Explore a Design Space What makes a “good” map? How are they different? Pacing? Decisions? Unusual Dimensions Several spawn points
  • 11. Map Generator  Baseline Parameters  E.g. Dimensions  Multiple Map Generation Heuristics  Random  Branching  Cellular Automata
  • 12. Enemies want to go here (checkered flag) This is the path they’ll (currently) follow (purple) Enemies appear from here (yellow flag)
  • 13. Enemies can’t walk through “brown” border tiles Enemies can walk over anything with green borders Player can build anywhere that has a “white box”
  • 14. Exploring Design Space  Different heuristics generate different “looking” maps
  • 15. Map Editor  Support for “tweaking” maps  Maps that are “almost” there
  • 16. Game Engine  Playtest maps generated  Simple AI pathfinding  See what happens
  • 17. 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
  • 18. Helping Learners Reflect Towers Terrain Enemie s Focus on one of the “pillars” of a Tower Defense game while the others are invariant
  • 19. 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)
  • 20. Thank you for your time! (“Pre-Alpha”) Available :  https://www.dropbox.com/s/xw2inqa18nl2mal/TowerDefenseP roject.exe  PC Only (requires .NET and XNA)  Warning: Pre-Alpha means “may not work or have issues on your machine” Jose Zagal [email protected] http://facsrv.cdm.depaul.edu/~jzagal

Editor's Notes

  • #7: In desktop tower defense you have a completely open map, and you create obstacles (mazes) by choosing where to build towers.In Plants vs Zombies, there are lots of different plants to choose from depending on the zombies you’ll face. In this case the map is perhaps less interesting (there are few variations).
  • #10: Process of iteration, there is “intelligence” in both the designer and the tool