
handle: 10609/148333
Nivel de un juego en el personaje se moverá con teclado o un joystick y la cámara con el ratón o con otro joystick. A la vez se dispondrá de un inventario que almacenará los objetos que recoja por la escena. Estos objetos recogidos se podrán usar con otros interactuables o personajes para poder desbloquear nuevas zonas, diálogos u objetos que estaban ocultos anteriormente. Todo ello llevará a resolver retos propuestos que permitan avanzar en la historia y la aventura. Mezclado con la aventura gráfica se busca introducir zonas de sigilo en las que debemos sobrepasar a enemigos que estén vigilando o incluso acabar con ellos de manera sigilosa. Referencias del juego pueden ser Broken Sword 3 y 4, El Código Da Vinci o A Plague Tale, en los que se proponen retos intelectuales al jugador mezclado mediante retos o puzles a la vez que hay ciertas zonas de sigilo y más dinámicas. El objetivo del trabajo es mediante la herramienta Unity y el lenguaje C# crear un nivel totalmente jugable con todas las mecánicas de movimiento, diálogos, inventario y recolección de objetos y puzles como si de una aventura gráfica se tratara. Además de incluir una zona de sigilo como la nombrada anteriormente que se deba recorrer sin ser visto y acabar con algún enemigo en silencio.
Level of a game in which the character will move with the keyboard or a joystick, and the camera with the mouse or another joystick. At the same time, there will be an inventory that will keep the objects that you pick up in the scene. These collected objects can be used with others interactive or characters to unlock new areas, dialogues or objects that were previously hidden. All of this will lead to solve proposed challenges that allow the story and adventure to progress. Mixed with the graphic adventure, the goal is to introduce stealth areas in which we must overcome the enemies that are watching or even kill them silently. Some references of the game can be Broken Sword 3 and 4, The Da Vinci Code or A Plague Tale, in which intellectual challenges are proposed to the player, mixed with challenges or puzzles, at the same time that there are certain areas of stealth and more dynamic. The purpose of the thesis is to use the Unity tool and the C# language to create a fully playable level with all the mechanics of movement, dialogue, inventory and object collection, and puzzles, as if it was an adventure game. In addition to including a stealth area like the one mentioned above that must be traversed without being seen and finish off an enemy quietly.
Unity, Videojocs--Disseny -- TFM, videojuego, aventura gráfica, C#, SCRUM, Video games--Design -- TFM
Unity, Videojocs--Disseny -- TFM, videojuego, aventura gráfica, C#, SCRUM, Video games--Design -- TFM
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