Desarrollo De Un Videojuego Educativo Para Móviles Y Tablets

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Desarrollo De Un Videojuego Educativo Para Móviles Y Tablets Universidad Carlos III de Madrid Escuela Politécnica Superior Ingeniería técnica de Telecomunicación: especialidad Telemática Proyecto Fin de Carrera Desarrollo del juego educativo “Contain the Monsters” para móviles y tablets Autor: Raúl de Santos Rico Tutor: Predro J. Muñoz Merino Octubre, 2014 AGRADECIMIENTOS: Este proyecto quiero dedicárselo en especial a mis padres por el gran esfuerzo y sacrificio que han hecho a lo largo de sus vidas para que tal día como hoy pueda presentar este proyecto y culminar así mi carrera universitaria. No tengo duda de que sin su apoyo, su preocupación y su continua dedicación, no habría podido llegar hasta aquí. Con este proyecto culmino un largo camino de satisfacciones y dificultades, de los que deseo que el día de mañana pueda sentirme orgulloso y recoger los frutos sembrados. Quisiera agradecer también a la gente que he conocido a lo largo de los cursos de la carrera y que en mayor o menor medida, han participado y me han ayudado a atravesar este largo camino. En particular y en relación con este Proyecto, no quiero terminar sin hacer mención a Nuria, por el apoyo recibido, por creer en mí y por animarme en los momentos donde más necesitaba un empujón de optimismo para sacarlo adelante. Finalmente quiero agradecer a la Universidad Carlos III de Madrid y a todos los profesores que me han ayudado a pesar de mis circunstancias particulares con el plan antiguo y el plan Bolonia. Quiero hacer especial mención a mi tutor Pedro J. Muñoz Merino, por darme la oportunidad de hacer este proyecto tal y como yo lo concebí y por los consejos y orientaciones en aquellas cuestiones en las que he tenido más dificultad. Índice: Capítulo 1: Introducción ............................................................................................ 1 1.1 Motivación ........................................................................................................... 1 1.2 Objetivos .............................................................................................................. 1 1.3 Planificación ......................................................................................................... 3 Capítulo 2: Trabajos relacionados ............................................................................. 5 2.1 Introducción al mundo de los videojuegos .................................................................. 5 2.2 Historia de los videojuegos ......................................................................................... 6 2.3 La industria del videojuego en la actualidad .............................................................. 18 2.4 Los videojuegos educativos ...................................................................................... 23 2.5 Ejemplos de videojuegos educativos existentes ......................................................... 26 2.6 Software existente para la creación y desarrollo de videojuegos ................................ 31 2.7 Unity 3D ................................................................................................................... 36 2.7.1 ¿Qué es Unity 3D? .................................................................................................................... 36 2.7.2 Criterios para la decisión de Unity 3D ..................................................................................... 37 2.7.3 Juegos desarrollados con Unity 3D .......................................................................................... 39 Capítulo 3: Especificación de requisitos ................................................................... 41 3.1 Recopilando ideas para un videojuego ...................................................................... 41 3.2 Plantillas de especificación de requisitos: .................................................................. 43 3.3 Casos de uso: ........................................................................................................... 58 3.4 Elementos y estrategias introducidas en “Contain the Monsters” .............................. 61 Capítulo 4: Diseño e implementación ...................................................................... 65 4.1 Diseño del proyecto y elementos que conforman la Jerarquía. .................................. 65 4.1.1 Objetos permanentes en la Vista de Jerarquía ....................................................................... 65 4.1.1.1 Pantalla principal .............................................................................................................. 66 4.1.1.2 Pantalla de juego .............................................................................................................. 71 4.1.1.3 Objetos comunes .............................................................................................................. 80 4.1.2 Objetos prefabs presentes en el proyecto .............................................................................. 85 4.1.2.1 Enemigos ........................................................................................................................... 85 4.1.2.2 Torratas ............................................................................................................................. 96 4.1.2.3 Efectos de partículas....................................................................................................... 100 4.2 Implementación del proyecto ................................................................................. 103 4.2.1 Lenguaje de programación: ................................................................................................... 103 4.2.2 Estructura básica de un script en Unity ................................................................................. 105 4.2.3 Partes de código más destacables ......................................................................................... 107 4.2.3.1 IA de los enemigos: funcionamiento de los Nodos. ...................................................... 107 4.2.3.2 IA de los enemigos: Raycast de los enemigos ................................................................ 109 4.2.3.3 Lectura de ficheros XML en Unity ................................................................................. 111 4.3 Problemas y soluciones aplicadas ........................................................................... 111 4.3.1 Memoria RAM llena: .............................................................................................................. 111 4.3.2 Bajo frame rate: perspectiva de la cámara ........................................................................... 112 4.3.3 NavMesh y sus problemas ..................................................................................................... 114 Capítulo 5: Evaluación y resultados ....................................................................... 116 5.1 Evaluación .............................................................................................................. 116 5.2 Resultados ............................................................................................................. 119 Capítulo 6: Conclusiones y trabajos futuros ........................................................... 123 6.1 Conclusiones: ......................................................................................................... 123 6.2 Trabajos futuros: .................................................................................................... 124 Capítulo 7: Presupuesto ........................................................................................ 125 7.1 Recursos materiales ............................................................................................... 125 7.2 Recursos humanos ................................................................................................. 126 Bibliografía .......................................................................................................... 127 ANEXO 1: MANUAL DE USUARIO .......................................................................... 128 ANEXO 2: MANUAL EDICIÓN DE PREGUNTAS ........................................................ 129 ANEXO 3: MANUAL DE INSTALACIÓN .................................................................... 132 RESUMEN: Desde que somos pequeños, se nos enseña una de las formas más atractivas de aprender sin que nos demos cuenta. Esta es a través de los juegos. Los juegos educativos siempre han estado ahí, desde el principio de los tiempos, en donde se busca una actividad para que los participantes se diviertan y disfruten a la vez que aprenden. Con el avance y la difusión de las nuevas tecnologías, el videojuego se expande como una nueva forma de estimular auditiva y visualmente al jugador, encerrándole en un mundo de diversión y entretenimiento, haciendo de “el logro” como uno de sus objetivos claros, buscando los medios y las formas para llegar a este fin, siendo el reto uno de los elementos dinamizadores de su comportamiento. De esta forma nace “Contain the Monsters”, un juego que presenta un objetivo muy concreto y del que el jugador tendrá que servirse de sus conocimientos y su pericia para poder alcanzar su final. El jugador se sumerge bajo la piel de un niño que se encuentra solo en una aldea. Monstruos de diferente índole irán atravesando un camino laberintico desde el principio hasta el final del mapa, hasta llegar a su ansiado objetivo: destruir la aldea. Para evitar que lleguen, deberemos protegerla usando 2 herramientas fundamentales:
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