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Title:Izdelava 2D akcijske igre s proceduralno generiranimi stopnjami s pogonom Unity : diplomsko delo
Authors:Kovačič, Aljaž (Author)
Kolmanič, Simon (Mentor) More about this mentor... New window
Files:.pdf VS_Kovacic_Aljaz_2019.pdf (1,41 MB)
 
.zip VS_Kovacic_Aljaz_2019.zip (152,01 MB)
 
Language:Slovenian
Work type:Bachelor thesis/paper (mb11)
Typology:2.11 - Undergraduate Thesis
Organization:FERI - Faculty of Electrical Engineering and Computer Science
Abstract:Soul Split je prototip za igro, ki spada v žanr Roguelike. Za te igre je značilno, da imajo nekakšno proceduralno generiranje stopenj z namenom povečanja možne ponovljivosti igranja. V Soul Split se mora igralec premakniti skozi večje število naključno generiranih stopenj, prispeti do konca in na poti premagati veliko različnih sovražnikov. V sklopu tega dela bomo opisali ustvaritev sistemov za pripravo sob in stopenj, mehanizmov igre in algoritmov, ki so potrebni za pravilno delovanje prototipa, ter opis uporabe objektno orientiranega programskega pogona Unity, ki je bil uporabljen za izdelavo tega diplomskega dela.
Keywords:igra, proceduralno generiranje stopenj, ponovljivost, sistem priprave sob
Year of publishing:2019
Place of performance:Maribor
Publisher:[A. Kovačič]
Number of pages:IX, 48 f.
Source:Maribor
UDC:004.925/.928(043.2)
COBISS_ID:22856726 Link is opened in a new window
NUK URN:URN:SI:UM:DK:I1PFFCB3
License:CC BY-NC-ND 4.0
This work is available under this license: Creative Commons Attribution Non-Commercial No Derivatives 4.0 International
Views:45
Downloads:11
Metadata:XML RDF-CHPDL DC-XML DC-RDF
Categories:KTFMB - FERI
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Secondary language

Language:English
Title:2D action game development with procedural generated levels employing Unity
Abstract:Soul Split is a prototype of a game, belonging to the genre Roguelike. For these games, it is typical to include a sort of procedural stage generation to increase the amount of possible replayability available in the game. In Soul Split, the player has to move through multiple randomly generated levels, reach the end, and beat a lot of enemies along the way. In this work, we describe the creation of the systems for room and stage preparation, game mechanics and algorithms which are needed for the prototype to function correctly and the usage of the object-based programing engine Unity, which was used for the creation of this diploma thesis.
Keywords:game, procedural stage generation, replayability, room preparation system


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