Please use this identifier to cite or link to this item:
http://hdl.handle.net/10609/131486
Title: | Hermit King |
Author: | Picó Gómez, Jose Manuel |
Director: | Arnedo-Moreno, Joan |
Tutor: | Tejedor Navarro, Heliodoro |
Abstract: | This paper deals with the planning and development of a third-person roguelike computer game about hermit crabs made with Unity engine, with a particular use of the shells they can equip. Among others, information is given about the elaboration of the AI of the enemy crabs to attack and interact with the player and the shells, procedural animation of the crabs' legs, shader elaboration and general logic that composes the different systems of the game. Different design decisions in which accessibility and the real behavior of hermit crabs have been a priority, as well as the references that have been taken into account during the process in terms of playability and aesthetics, are also presented. In the conclusions section, an evaluation of the final product and the development itself is made. Although an apparent, accessible and striking game quite pretty much as planned has been achieved, some problems have arisen that have been altering its development and result to the detriment of the entertainment offered in its final version. It also discusses ways in which these flaws could be overcome in future iterations as well as the process that would be followed to make an indie commercial release of the game. |
Keywords: | videogames development simulation |
Document type: | info:eu-repo/semantics/masterThesis |
Issue Date: | 5-Jun-2021 |
Publication license: | http://creativecommons.org/licenses/by-nc-nd/3.0/es/ |
Appears in Collections: | Bachelor thesis, research projects, etc. |
Files in This Item:
File | Description | Size | Format | |
---|---|---|---|---|
jpicogomTFM0621memoria.pdf | Memoria del TFM | 18,47 MB | Adobe PDF | View/Open |
Share:
This item is licensed under a Creative Commons License