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Recolector de Ciencia Abierta, RECOLECTA
Bachelor thesis . 2022
License: CC BY NC ND
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Recolector de Ciencia Abierta, RECOLECTA
Bachelor thesis . 2022
License: CC BY NC ND
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Videojuego Happy Hour

Authors: Rajo Fernández, Antonio Sebastián;

Videojuego Happy Hour

Abstract

El objetivo del siguiente trabajo es el de la realización de un videojuego definido bajo la categoría de plataformas 3D, y más específicamente, dentro de la sub-categoría de los llamados Survival Horror video games (Juego de Horror de supervivencia). Para ello se ha escogido el motor de videojuegos Unity. Se ha escogido este motor por varias razones, entre ellas, la posibilidad de exportar el juego a diferentes plataformas de forma sencilla, la posibilidad de utilizar C# como lenguaje de programación -con el cual el autor está familiarizado- así como la existencia de una licencia de uso gratuita. Unity, al ser además uno de los motores de videojuegos más populares -junto con Unreal-, cuenta con una gran comunidad de desarrolladores, lo que ha simplificado el proceso de obtención de ayuda y recursos. Con respecto al desarrollo del videojuego, se ha explorado la implementación de una inteligencia artificial básica para los enemigos, el uso de las luces y las cinemáticas. Con respecto a la planificación del proyecto, se ha utilizado una metodología de cascada, ya que los pasos a completar eran bien conocidos y acotados en el tiempo.

L'objectiu del següent treball és el de la realització d'un videojoc definit sota la categoria de plataformes 3D, i més específicament, dins de la subcategoria dels anomenats Survival Horror video games (Joc d'Horror de supervivència). Per això s'ha escollit el motor de videojocs Unity. Aquest motor s'ha escollit per diverses raons, entre elles, la possibilitat d'exportar el joc a diferents plataformes de forma senzilla, la possibilitat d'utilitzar C# com a llenguatge de programació -amb el qual l'autor està familiaritzat- així com l'existència d'una llicència d´ús gratuïta. Unity, en ser a més un dels motors de videojocs més populars -juntament amb Unreal-, compta amb una gran comunitat de desenvolupadors, cosa que ha simplificat el procés d'obtenció d'ajuda i recursos. Pel que fa al desenvolupament del videojoc, s'ha explorat la implementació d'una intel·ligència artificial bàsica per als enemics, l'ús de llums i cinemàtiques. Pel que fa a la planificació del projecte, s'ha fet servir una metodologia de cascada, ja que els passos a completar eren ben coneguts i acotats en el temps.

The goal of the following work is the realization of a video game defined under the category of platforms 3D, and more specifically, under the subcategory of the so called Survival Horror Video Games. The Unity video game engine has been chosen for the task. It has been chosen for several reasons: the possibility of exporting the game to different platforms in a simple way, the possibility of using C# as a programming language -on which the author is familiar-, and the existence of a free license. Unity, being also one of the most popular game engines -along with Unreal- has a large community of developers, which simplifies the process of obtaining help and resources. Regarding the development of the video game, we highlight the implementation of a basic artificial intelligence for enemies, the use of lights, and cinematics. With regard to project planning, the waterfall methodology was the one selected, since the steps to be completed were well known and limited in time.

Country
Spain
Related Organizations
Keywords

Juego de Horror de supervivencia, plataformes 3D, Survival Horror video games, Video games -- Design -- TFG, Unity, Videojocs -- Disseny -- TFG, platform, zombie, 3d, horror, plataformes, zombies, 3d, horror, Joc d'Horror de supervivència, 3D platforms, plataformas 3D, plataformas, zombies, 3d, horror, Videojuegos -- Diseño -- TFG

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selected citations
These citations are derived from selected sources.
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).
BIP!Citations provided by BIP!
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.
BIP!Impulse provided by BIP!
0
Average
Average
Average
Green