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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Development of a User-Friendly Application for Creating Tactical Role-Playing Games</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Jose Javier Cortes</string-name>
          <email>josejaco@ucm.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Federico Peinado</string-name>
          <email>email@federicopeinado.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Departamento de Ingenier a del Software e Inteligencia Arti cial Universidad Complutense de Madrid c/ Profesor Jose Garc a Santesmases 9</institution>
          ,
          <addr-line>28040 Madrid</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Video Game Industry has grown exponentially in the last years. As a consecuence of this evolution, development environments have become more complex toolkits focused on the many features that are common in modern video games. This phenomenon has allowed the emergence of tools that non-technical users can use, making video game development accessible to virtually everyone. Due to the high interest on this type of tools we have decided to develop TRPG Maker, an intuitive and self-contained tool focused on the development of tactical role-playing games for non-technical users without interest on development's technical details. Along with the development of the tool we have carried out a rst experimental validation with real users to determine the degree of usefulness and comfort of the tool, as well as to detect failures and discover possible improvements. Finally, the feedback obtained has been used to create a more complete version of the product, which has been published and made available to the community for free use.</p>
      </abstract>
      <kwd-group>
        <kwd>Software Engineering</kwd>
        <kwd>Video Game Tools</kwd>
        <kwd>Maker</kwd>
        <kwd>User Centered Design</kwd>
        <kwd>Interactive Entertainment</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Video Game sector is today one of the most important and valued sectors within
Interactive Entertainment. In recent years it has experienced a great growth,
both in number of users and in business gures. This growth has meant that
new development environments, such as Unity 1 or Unreal Engine2, have become
very sophisticated tools capable of exploiting to the full the capabilities of the
game platforms they are aimed at [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
      </p>
      <p>The fact that these engines have become more and more complex over time
means that users must have a high degree of specialisation in order to use them.</p>
      <p>
        Given this situation, the engines already mentioned have added visual scripting
systems [
        <xref ref-type="bibr" rid="ref17 ref7">7,17</xref>
        ], focused on users who do not have a high degree of specialized
Copyright © 2020 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
knowledge, making these tools more accessible. Unfortunately, these
improvements are focused on pro les within video game development, in particular on
artists and designers who do not possess the knowledge of a professional
developer, therefore this type of software is still not accessible to everyone.
      </p>
      <p>
        There are also other tools such as GameMaker [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], Buildbox [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] or Core[
        <xref ref-type="bibr" rid="ref9">9</xref>
        ],
which are simpler tools than the engines already mentioned and therefore more
accessible. These tools allow to create video games without too much technical
knowledge, although they also allow to extend the system to those users who
want to go beyond the limits, always in an optional way.
      </p>
      <p>In this paper a new tool called TRPG Maker is presented, as a friendly app
for creating video games on the Tactical Role-Playing Game (TRPGs) genre for
the end user. For this purpose the article will be divided as follows: the next
section summarize the related work in the eld. Section 3 describes our system
and how it works. Next, Section 4 explain the evaluation with real users and
discuss their impressions and thoughts. Finally, we close the paper with some
conclusions and future work.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>The aim of this article is not to carry out a comprehensive study of this eld, so
we will focus on existing tools and frameworks similar to the one we are proposing
here, both at the level of commercial applications and at the academic level.</p>
      <p>
        The rst object of study on a commercial level has been RPG Maker [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. This
tool allows users to create role-playing games without the need for technical
knowledge, placing great emphasis on the creation of maps. For this purpose,
most of the possible actions within this type of games, such as moving elements
of the scenario or having conversations, are supported by events, which the user
uses according to his needs without the need to know how it works. Another
relevant point to highlight about this tool is the integrated editor that it has,
with which it is possible to create and modify any element used in the game,
such as skills, characters or enemies.
      </p>
      <p>
        Other tools reviewed such as GDevelop[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] or Stencyl [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] also allow the user
to create video games without the need for programming skills. Both have a
visual editor with which users only need to drag the entities to the game, and in
particular Stencyl allows to de ne the same game logic that Scratch [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] uses.
      </p>
      <p>
        At an academic level we have IsoUnity [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], a plugin for Unity developers
that provides the necessary interfaces for the construction of TRPGs [
        <xref ref-type="bibr" rid="ref12 ref14 ref8">8,12,14</xref>
        ].
IsoUnity also has a map editor, as well as a sequence editor with which you can
de ne the behaviour of the di erent entities in the game. This tool provides the
necessary features for TRPGs, but it is necessary to have advanced knowledge
of C# to be able to use it. For this reason, we believe it is convenient to create
a desktop application focused on the same type of videogames, but that could
be used by user without technical knowledge about game development. Our tool
includes a point and click scenario editor and a visual conversation editor, as
well as an event editor and an event queue manager with which it is possible to
develop video games without technical knowledge.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Architecture and Design</title>
      <p>For the development of TRPG Maker we have taken IsoUnity as a reference in
terms of software architecture, to implement the following functionalities at a
general level: creation of maps, creation of tile-based scenarios, and game event
queue management.</p>
      <p>The creation of maps and scenarios are essential functionalities of the tool,
allowing the user to de ne the world in which the game is set. For the creation
of maps we have two basic elements:
{ Nodes: Locations that we will nd distributed throughout the map. These
locations can be battle scenarios, cities or scenarios where players can trade
or accept missions, two of the typical actions in this type of video game.
Each node will contain a tile-based scenario where we can place blocks, add
decorations and determine in which tiles the player's and enemy's units will
be located.
{ Edges: They will connect the nodes so that the player can move around the
map through them.</p>
      <p>The queues of game events are responsible for the correct execution of the
game logic, so that each mission has its own queue and we will also have a general
queue responsible for triggering events on the map. The events that can be used
in each mission are the following:
{ Motion event: Move a unit from one position to another on the map . This
event also allows determining a sequence of points, so that the unit can go
from one place to another making a constant sequence.
{ Animation event: Starts an animation at a certain point on the map.
{ Dialogue event: Starts a conversation between the characters on the map.
{ Modi er event: Changes the status of an inventory item. Such a change may
be adding a unit to that object, using it, or deleting it.</p>
      <p>Several of the events associated with quests are available on maps, such as
dialogs or modi ers. We also have the following:
{ Encounter event: Spawn a battle on the map.
{ Lock event: Allows you to lock and unlock edges of the map, so it is possible
to disable certain areas of the map.</p>
      <p>Our tool has been designed from scratch, implemented in C++ using Unreal
Engine 4.
To test the usability of the tool and to detect errors, we carried out an
experimentation session where only the scenario editor was tested when we were at an
early stage of development. To do this, we created a contest in collaboration with
Electronic Arts where the objective was to create a level with the tool making
use of a character and texture package integrated into the tool.</p>
      <p>In this experiment we opted to perform remote usability tests, so that
evaluators and users do not need to be in the same place. In this test we focus on
measuring the e ectiveness, e ciency and satisfaction when using the tool. To do
this, we collected a series of data on the use of the tool, such as the level's editing
time, the number of decorations/characters used on the map or the number of
actions used by the editor.</p>
      <p>This information was supplemented with a tool evaluation questionnaire.
This questionnaire consists of 5 questions related to the usability of the tool,
with special emphasis on ease of use and ease of learning compared to other
similar tools and two more questions about the use of the tool at a commercial
level and in the educational eld. In addition we added several free text questions
regarding the camera controls, the menu layout, as well as those functionalities
that could be added in the future.</p>
      <p>10 people participated in the experiment, all of them between 18 and 35 years
old. In addition, all the users have advanced computer skills and most of them
had already used some visual programming system or video game development
tools before. Figure 1 shows the results of the questions related to the use of the
tool as a commercial product and in the educational eld. Left pie chart shows
the opinions about the commercial use of the tool, where 50% consider that
it could be used as a commercial product, 30% disagreeing and 10% strongly
disagree about the use of the tool at a commercial level while the remaining 10%
neither agree nor disagree.</p>
      <p>Right pie chart shows the opinions about the educational use of the tool.
Surprisingly 70% of the users totally agree about the use of the tool in the
academic eld and 20% considered it appropriate, while only 10% neither agree
nor disagree. These results make us think about the possible uses of this tool
beyond a commercial product.</p>
      <p>In general, the tool had a fairly good acceptance, both among users who
had already used other tools such as Construct or Scratch and those who had
never tried them. Most users agreed that the controls are adequate and that
the application has enough information regarding the use of it. On the other
hand, most of the improvement proposals revolved around the resources within
it, speci cally increasing the character template, the materials to edit the levels
and the presence of interactive objects on the map.
After testing the tool at an early stage of development, we realized that there
is still a lot of work to be done in order to achieve a solid product capable of
competing with existing commercial tools. Even so, the results obtained both
at the technical level and at the usability level are quite promising and the
impressions of the users have been very positive.</p>
      <p>
        On the other hand, it is interesting to use the tool at an educational level.
Video games are being integrated into the classroom as a means of learning [
        <xref ref-type="bibr" rid="ref3 ref4">3,4</xref>
        ]
that motivates students to explore, experiment and obtain knowledge in their
own way. A clear example are the serious games [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], video games whose use
goes beyond entertainment.
      </p>
      <p>Based on the information obtained from user evaluations we will focus on
increasing the content of the tool so that the level editing does not become
monotonous and on adding new content to it, see new functionalities and objects
for the levels or improve certain interfaces to simplify the use of the tool.</p>
    </sec>
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