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image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao
Recolector de Ciencia Abierta, RECOLECTA
Bachelor thesis . 2022
License: CC BY NC ND
image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao
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Disseny i desenvolupament d’un videojoc de tipus “Boss Rush”

Authors: Torres Marí, Juan;

Disseny i desenvolupament d’un videojoc de tipus “Boss Rush”

Abstract

Actualment, els videojocs amb mecàniques de combat acostumen a dividir l’espai de joc en zones, on el jugador primer es troba amb enemics bàsics i després al final de la zona es troba amb un boss que el jugador ha de matar per poder avançar a la següent zona. Però també existeix un gènere de jocs molt menys explotat, on ens saltem els enemics bàsics i anem directament a els combats contra bosses, que es caracteritzen per una dificultat elevada. Aquest gènere és el que es coneix com a “Boss Rush”. L’objectiu d’aquest projecte és dissenyar i desenvolupar un videojoc 2d de tipus “Boss Rush”, on l’objectiu del joc és matar tots els bosses, calibrant la dificultat per a que sigui un repte, però assequible pel jugador. El propòsit d’aquest projecte és dissenyar i desenvolupar un videojoc 2d de tipus “Boss Rush”, on l’objectiu del joc és matar tots els bosses, calibrant la dificultat per a que sigui un repte, però assequible pel jugador. Concretament, els objectius són: - Aprofundir en l'ús i funcionament dels behaviour trees. - Estudiar el desenvolupament de videojocs 2d de combat amb Unity. - Dissenyar intel·ligències artificials amb comportaments interessants per als bosses. - Millorar el meu nivell de programació

Currently, video games with combat mechanics tend to divide the game space into zones, where the player first encounters basic enemies, and then at the end of the zone a boss is encountered that the player must kill in order to advance to the next area. But there is also a much less exploited genre of games, where we skip the basic enemies and go straight to the fights against bags, which are characterized by a high difficulty. This genre is what is known as "Boss Rush". The objective of this project is to design and develop a 2D video game of the "Boss Rush" type, where the objective of the game is to kill all the bosses, calibrating the difficulty to be challenging, but affordable for the player. The purpose of this project is to design and develop a 2d "Boss Rush" type video game, where the goal of the game is to kill all the bosses, calibrating the difficulty to be challenging, but affordable for the player. Specifically, the objectives are: - Deepen the use and operation of behavior trees. - Study the development of 2d combat video games with Unity. - Designing artificial intelligences with interesting behaviors for bags. - Improve my level of programming

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Spain
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Keywords

Video games, Videojocs

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This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
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popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
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