Creating gameplay mechanics with deformable characters

Research output: Chapter in Book/Report/Conference proceedingConference contribution

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Abstract

This paper presents how soft body simulation can create deformable characters and physics-based game mechanics that result in a more varied gameplay experience. A framework was implemented that allows the creation of a fully deformable soft body character within a games application where the simulation model properties could be altered at runtime to create gameplay mechanics based on varying the deformation of the character. The simulation model was augmented to allow appropriate methods of player control that complemented the character design and its ability to deform. It was found that while the implementation of deformation-based mechanics created a more varied gameplay experience, the underlying simulation model allowed for a limited amount of deformation before becoming unstable. The ffectiveness of the framework is demonstrated by the resulting mechanics that are not possible through the use of previous methods.
Original languageEnglish
Title of host publicationGAME-ON'2018
Subtitle of host publication19th annual European Conference on Simulation and AI in Computer Games
EditorsDavid King
PublisherEUROSIS
Pages66-72
Number of pages7
ISBN (Print)9789492859044
Publication statusPublished - Sep 2018
Event19th annual European GAME-ON Conference (GAME-ON'2018) on Simulation and AI in Computer Games - Abertay University, Dundee, United Kingdom
Duration: 18 Sep 201820 Sep 2018
Conference number: 19
https://www.eurosis.org/conf/gameon/2018/index.html

Conference

Conference19th annual European GAME-ON Conference (GAME-ON'2018) on Simulation and AI in Computer Games
Abbreviated titleGAME-ON 2018
CountryUnited Kingdom
CityDundee
Period18/09/1820/09/18
Internet address

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Mechanics
Physics

Cite this

Clarke, G. (2018). Creating gameplay mechanics with deformable characters. In D. King (Ed.), GAME-ON'2018: 19th annual European Conference on Simulation and AI in Computer Games (pp. 66-72). EUROSIS.
Clarke, Grant. / Creating gameplay mechanics with deformable characters. GAME-ON'2018: 19th annual European Conference on Simulation and AI in Computer Games. editor / David King. EUROSIS, 2018. pp. 66-72
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title = "Creating gameplay mechanics with deformable characters",
abstract = "This paper presents how soft body simulation can create deformable characters and physics-based game mechanics that result in a more varied gameplay experience. A framework was implemented that allows the creation of a fully deformable soft body character within a games application where the simulation model properties could be altered at runtime to create gameplay mechanics based on varying the deformation of the character. The simulation model was augmented to allow appropriate methods of player control that complemented the character design and its ability to deform. It was found that while the implementation of deformation-based mechanics created a more varied gameplay experience, the underlying simulation model allowed for a limited amount of deformation before becoming unstable. The ffectiveness of the framework is demonstrated by the resulting mechanics that are not possible through the use of previous methods.",
author = "Grant Clarke",
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Clarke, G 2018, Creating gameplay mechanics with deformable characters. in D King (ed.), GAME-ON'2018: 19th annual European Conference on Simulation and AI in Computer Games. EUROSIS, pp. 66-72, 19th annual European GAME-ON Conference (GAME-ON'2018) on Simulation and AI in Computer Games, Dundee, United Kingdom, 18/09/18.

Creating gameplay mechanics with deformable characters. / Clarke, Grant.

GAME-ON'2018: 19th annual European Conference on Simulation and AI in Computer Games. ed. / David King. EUROSIS, 2018. p. 66-72.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

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N2 - This paper presents how soft body simulation can create deformable characters and physics-based game mechanics that result in a more varied gameplay experience. A framework was implemented that allows the creation of a fully deformable soft body character within a games application where the simulation model properties could be altered at runtime to create gameplay mechanics based on varying the deformation of the character. The simulation model was augmented to allow appropriate methods of player control that complemented the character design and its ability to deform. It was found that while the implementation of deformation-based mechanics created a more varied gameplay experience, the underlying simulation model allowed for a limited amount of deformation before becoming unstable. The ffectiveness of the framework is demonstrated by the resulting mechanics that are not possible through the use of previous methods.

AB - This paper presents how soft body simulation can create deformable characters and physics-based game mechanics that result in a more varied gameplay experience. A framework was implemented that allows the creation of a fully deformable soft body character within a games application where the simulation model properties could be altered at runtime to create gameplay mechanics based on varying the deformation of the character. The simulation model was augmented to allow appropriate methods of player control that complemented the character design and its ability to deform. It was found that while the implementation of deformation-based mechanics created a more varied gameplay experience, the underlying simulation model allowed for a limited amount of deformation before becoming unstable. The ffectiveness of the framework is demonstrated by the resulting mechanics that are not possible through the use of previous methods.

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Clarke G. Creating gameplay mechanics with deformable characters. In King D, editor, GAME-ON'2018: 19th annual European Conference on Simulation and AI in Computer Games. EUROSIS. 2018. p. 66-72