In recent years, a strong tendency towards language-oriented engineering became visible within game development projects. This approach is typically based on data-driven game engines and scripting languages resp. editing tools alike and already provided a great deal of overall productivity improvements. However, in its current form, potential benefits are not able to fully unfold yet. This is due to a mostly manual tool development process, which provokes substantial costs and lacks flexibility -especially during prototyping phases of development. Language workbenches seem to be a viable solution to this problem as they promise the ability of (visual) language (re-)generation by introducing a meta-level of development. This paper picks up that idea and evaluates its application in the area of game development. In this particular case, we discuss first findings of an ongoing case study, covering the development of level editors for several classic games, which have been built by the help of a language workbench.
Abstract. In this paper we describe the Ludo case, one of the case studies of the AGTIVE 2007 Tool Contest (see [22]). After summarising the case description, we give an overview of the submitted solutions. In particular, we propose a number of dimensions along which choices had to be made when solving the case, essentially setting up a solution space; we then plot the spectrum of solutions actually encountered into this solution space. In addition, there is a brief description of the special features of each of the submissions, to do justice to those aspects that are not distinguished in the general solution space.
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