SMU Guildhall Graduate Catalog Spring 2017 — Cohort 25 | Page 58

Alex Baird Software Development « Procedural Systems for Non-Combat Role-Playing Games The artifact created for my thesis is a chose this project as I had an interest system. The thesis took roughly six or generation outside of map and dungeon non-combat role-playing game creation seven months to develop and write. Characters, dialogue, quests and associated components are read in from XML, and are used to procedurally generate the content for the game. The procedurally generated content includes generation. I was interested in procedural generation as it can extend the life of a game exponentially, depending on how well polished and how much content the game has to work with. the characters and quests, which in turn This was beneficial to me as it helped me in various ways. the concept of procedural generation. affect the dialogue the player encounters My thesis paper goes over the content created for the artifact in greater detail, as well as research into ways to use procedural generation in games. I 58 in exploring more uses for procedural SOFTWARE DEVELOPMENT develop my skills further, and deeply learn One useful thing I learned was the importance of writing an example XML file before writing the code that reads it, as it makes it easier and cleaner to develop said code.