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Os videojogos apresentam-se no século XXI como a principal indústria de entretenimento a nível mundial, demonstrando ano após ano a sua resiliência e capacidade de se auto-reinventar, ao mesmo tempo que se tornam cada vez mais familiares e acessíveis, e o seu desenvolvimento mais universalmente aberto e disponível ao público. Esta acessibilidade e facilidade de desenvolvimento leva no entanto a que restem cada vez menos ideias verdadeiramente originais e cada vez menos terra inexplorada no que toca a mecânicas de jogo . O objetivo desta dissertação passa então por tentar cumprir essa mesma ambição, a de desenvolver um jogo, segundo as práticas de boa programação e arquitetura de sistemas vigentes na indústria, que possua intrinsecamente características, quer mecânicas quer temáticas, que permitam ao mesmo distinguir-se dos demais de forma clara, assim como descrever como as mesmas foram atingidas em cada fase do seu desenvolvimento. Recorrendo ao uso do Unreal Engine 5, será desenvolvido um videojogo multijogador de basquetebol na primeira pessoa, o primeiro do seu tipo a esta escala, com foco na simulação realística de física da bola, jogabilidade rápida e simples de aprender, num ambiente competitivo 3D com ênfase na criatividade do jogador e na imersão do mesmo no mundo de jogo.
Videogames present themselves in the XXI century as the single biggest player in the entertainment industry worldwide, showcasing year after year their resilience and ability to reinvent themselves to go along with the development of new technology, as well as becoming increasingly familiar and accessible, and its development more open and available to the public. However, this same ease of development leads to there being a continuous shortage of truly original ideas and unexplored territory when it comes to game mechanics. The objective of this dissertation is to then attempt to achieve that very ambition: to develop a videogame, using the best programming and system architecture practices routinely employed in the video game industry, that possesses intrinsic characteristics and features, both mechanic and thematic, that allow it to clearly distinguish itself from its peers, as well as document and describe each step of its development. Using the tools provided by Unreal Engine 5, a multiplayer basketball first person video game will be developed, the first of its type at this scale, with a focus on the realistic simulation of ball physics, quick and easy to learn gameplay, inside of a competitive 3D environment with emphasis on player creativity and immersion.
Videogames present themselves in the XXI century as the single biggest player in the entertainment industry worldwide, showcasing year after year their resilience and ability to reinvent themselves to go along with the development of new technology, as well as becoming increasingly familiar and accessible, and its development more open and available to the public. However, this same ease of development leads to there being a continuous shortage of truly original ideas and unexplored territory when it comes to game mechanics. The objective of this dissertation is to then attempt to achieve that very ambition: to develop a videogame, using the best programming and system architecture practices routinely employed in the video game industry, that possesses intrinsic characteristics and features, both mechanic and thematic, that allow it to clearly distinguish itself from its peers, as well as document and describe each step of its development. Using the tools provided by Unreal Engine 5, a multiplayer basketball first person video game will be developed, the first of its type at this scale, with a focus on the realistic simulation of ball physics, quick and easy to learn gameplay, inside of a competitive 3D environment with emphasis on player creativity and immersion.
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Keywords
Desenvolvimento de jogos Basquetebol Multi-jogador Primeira pessoa Unreal Engine 5 Game development Multiplayer Basketball First Person