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Adventure! The Paladin Order foi um projecto ambicioso que começou por ser desenvolvido
como um video jogo completo. Tinha como objéctivo implementar uma ferramenta diferente
que permitisse tornar o jogo completamente adaptativo às decisões do jogador tanto nas
interacções e no diálogo com outras personagens, assim como no combate contra os variados
inímigos do jogo. Devido à inexperiência do autor uma grande parte do tempo foi passado a
estudar e a pesquisar várias possíveis soluções que permitissem criar um ambiente que fosse
adaptativo de uma forma simples e interessante, não só para os programadores mas também
para qualquer pessoa que fosse responsável por editar o diálogo e a história do jogo. Os
resultados foram bastante interessantes, revelando um sistema que depende simultaneamente
dos ficheiros de onde é retirado o diálogo, e de um sistema de personalidades que permite
definir qual será o comportamento de qualquer objecto do jogo ou, pelo menos, como as outras
personagens irão reagir. O produto final é uma ferramenta de bases sólidas que permite uma
implementação relativamente simples de um sistema abrangente e adaptativo, com poucas
falhas e apenas algumas questões de simplicidade de código.
This document details the study of an adaptive game design, through the development of a video game who pretends to implement just that. Adventure! The Paladin Order, which was initially planned to be developed as a full video game which had its emphasis on adaptive game design, had its purpose changed along the time of its development to a study and improvement of a framework that permitted a game to be developed as fully adaptive. This happened because of the inexperience of the author when developing video games, a lot of questions were presented when developing a solid base with a good portion of the time being spent on research and study of successful cases to inspire a solution that was easy to use and accessible to edit. Through this study a couple of games were researched for examples of adaptive design with trial and error resulting in the solutions found of the file-based dialogue, as well as the universal personality trait system which can be used for interaction with non-playable characters as well as for the combat system. In the end, despite the project being far from a complete game, it has its engine, its adaptive framework, developed and ready to be used with few sub-optimal issues such as minor bugs, and optimizations.
This document details the study of an adaptive game design, through the development of a video game who pretends to implement just that. Adventure! The Paladin Order, which was initially planned to be developed as a full video game which had its emphasis on adaptive game design, had its purpose changed along the time of its development to a study and improvement of a framework that permitted a game to be developed as fully adaptive. This happened because of the inexperience of the author when developing video games, a lot of questions were presented when developing a solid base with a good portion of the time being spent on research and study of successful cases to inspire a solution that was easy to use and accessible to edit. Through this study a couple of games were researched for examples of adaptive design with trial and error resulting in the solutions found of the file-based dialogue, as well as the universal personality trait system which can be used for interaction with non-playable characters as well as for the combat system. In the end, despite the project being far from a complete game, it has its engine, its adaptive framework, developed and ready to be used with few sub-optimal issues such as minor bugs, and optimizations.
Descrição
Palavras-chave
Video jogos Design adaptativo Sistema de diálogos baseado em ficheiros Sistema de personalidades Adaptive game design Dialogue system Personality traits Adaptive combat
