EPUBForge - A Simplified Game Engine Based on Features for the Production of Ebook Games
Resumo
This paper presents EPUBForge, a simplified game engine proposal for the production of ebook games (g-books). It is based on provided game features able to represent the gaming factor in a simplified perspective, defining as a result game entities, game assertions, and game scenes with their respective components and events. A game builder framework is also provided to interpret the configured game features and generate valid g-book files according to security limitations defined by ebook readers. As a result, this work provides a reusable game development approach capable of creating g-books that can be played by cross-platform ebook readers and distributed to interested players in EPUB format.
Palavras-chave:
Game engine, EPUB format, Ebook games, G-books
Referências
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Figueiredo, M. e Bidarra, J. (2015). The development of a gamebook for education. Procedia Computer Science, 67:322–331.
Folmer, E. (2007). Component based game development: A solution to escalating costs and expanding deadlines? In Proceedings of the 10th International Conference on Component-based Software Engineering, CBSE’07, pages 66–73, Berlin, Heidelberg. Springer-Verlag.
Gardiner, E. e Musto, R. G. (2010). The electronic book. The Oxford companion to the book, page 164.
Gregory, J. (2014). Game engine architecture. AK Peters/CRC Press.
Kang, K. C. (2009). Foda: Twenty years of perspective on feature models. the keynote of SPLC.
Lewis, M. e Jacobson, J. (2002). Game engines in scientific research. In Communications of the ACM, volume 45(1), page 21.
Okuda, S. e Emi, K. (2013). Make once, play anywhere!: Epub 3 interactive functionenables us to make and play game software anywhere! In 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE), pages 381–384. IEEE.
Sarinho, V. T. (2021). Genebook: A game engine to provide electronic gamebooks for adventure games. In 2021 20th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames), pages 59–68. IEEE.
Bonfanti, F., Gutierrez, L., Maciel, V., e Sarinho, V. (2022). Oxygen-um gamebook para o estudo da anatomofisiologia humana do sistema respiratório. In Anais Estendidos do XXI Simpósio Brasileiro de Jogos e Entretenimento Digital, pages 1336–1340. SBC.
Figueiredo, M. e Bidarra, J. (2015). The development of a gamebook for education. Procedia Computer Science, 67:322–331.
Folmer, E. (2007). Component based game development: A solution to escalating costs and expanding deadlines? In Proceedings of the 10th International Conference on Component-based Software Engineering, CBSE’07, pages 66–73, Berlin, Heidelberg. Springer-Verlag.
Gardiner, E. e Musto, R. G. (2010). The electronic book. The Oxford companion to the book, page 164.
Gregory, J. (2014). Game engine architecture. AK Peters/CRC Press.
Kang, K. C. (2009). Foda: Twenty years of perspective on feature models. the keynote of SPLC.
Lewis, M. e Jacobson, J. (2002). Game engines in scientific research. In Communications of the ACM, volume 45(1), page 21.
Okuda, S. e Emi, K. (2013). Make once, play anywhere!: Epub 3 interactive functionenables us to make and play game software anywhere! In 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE), pages 381–384. IEEE.
Sarinho, V. T. (2021). Genebook: A game engine to provide electronic gamebooks for adventure games. In 2021 20th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames), pages 59–68. IEEE.
Publicado
30/09/2024
Como Citar
SARINHO, Victor Travassos.
EPUBForge - A Simplified Game Engine Based on Features for the Production of Ebook Games. In: TRILHA DE COMPUTAÇÃO – ARTIGOS CURTOS - SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES) , 2024
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2024
.
p. 19-24.
DOI: https://doi.org/10.5753/sbgames_estendido.2024.240421.