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dc.contributor.authorAmeixa, Ricardoen_US
dc.contributor.authorMourato, Faustoen_US
dc.contributor.authorMorais, Joãoen_US
dc.contributor.editorMealha, Óscar and Madeira, Joaquim and Tércio, Daniel and Sousa Santos, Beatrizen_US
dc.date.accessioned2021-06-18T07:44:20Z
dc.date.available2021-06-18T07:44:20Z
dc.date.issued2021
dc.identifier.isbn978-3-03868-153-3
dc.identifier.urihttps://doi.org/10.2312/pt.20101198
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/pt20101198
dc.description.abstractThis document describes an infinite game called ClimbOn. The game concept is fairly simple and aims to be suitable for casual gamers that play for short periods, wanting an instant action system with direct and short challenges. The developed system does an automated procedural generation of content with difficult adjustments in order to keep levels challenging to the user and without compromising the final rank system.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCasual gamming
dc.subjectContent generation
dc.subjectHuman factors
dc.titleClimbOn – An infinite game with difficulty adjustmenten_US
dc.description.seriesinformationActas da 4ª Conferência Nacional em Interacção Humano-Computador
dc.description.sectionheadersPosters
dc.identifier.doi10.2312/pt.20101198
dc.identifier.pages293-294


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