| Name: | Description: | Size: | Format: | |
|---|---|---|---|---|
| 6.85 MB | Adobe PDF |
Advisor(s)
Abstract(s)
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.
Description
Keywords
Video jogos Design adaptativo Sistema de diálogos baseado em ficheiros Sistema de personalidades Adaptive game design Dialogue system Personality traits Adaptive combat
