Modelagem De Jogos De Adventure Através De Machinations

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Modelagem De Jogos De Adventure Através De Machinations Laiza Costa Camurugy Modelagem de jogos de adventure através de Machinations Salvador 2017 Laiza Costa Camurugy Modelagem de jogos de adventure através de Machinations Monografia apresentada ao Curso de gradu- ação em Ciência da Computação, Departa- mento de Ciência da Computação, Instituto de Matemática e Estatística, Universidade Federal da Bahia, como requisito parcial para obtenção do grau de Bacharel em Ciência da Computação. Universidade Federal da Bahia – UFBA Instituto de Matemática e Estatística Departamento de Ciência da Computação Orientador: Rodrigo Rocha Gomes e Souza Salvador 2017 Laiza Costa Camurugy Modelagem de jogos de adventure através de Machinations/ Laiza Costa Camurugy. – Salvador, 2017- 67 p. : il. (algumas color.) ; 30 cm. Orientador: Rodrigo Rocha Gomes e Souza Monografia – Universidade Federal da Bahia – UFBA Instituto de Matemática e Estatística Departamento de Ciência da Computação, 2017. 1. design de jogos. 2. diagramas. 3. desenvolvimento de jogos. 4. ferramenta. 5. jogos de adventure. I. Rodrigo Rocha Gomes e Souza. II. Universidade Federal da Bahia. III. Instituto de Matemática e Estatística. IV. Departamento de Ciência da Computação V. Modelagem de jogos de adventure através de Machinations Laiza Costa Camurugy Modelagem de jogos de adventure através de Machinations Monografia apresentada ao Curso de gradu- ação em Ciência da Computação, Departa- mento de Ciência da Computação, Instituto de Matemática e Estatística, Universidade Federal da Bahia, como requisito parcial para obtenção do grau de Bacharel em Ciência da Computação. Trabalho aprovado. Salvador, 7 de abril de 2017: Rodrigo Rocha Gomes e Souza Supervisor Professor Christina Von Flach Garcia Chavez Professor Filipe Tiago Lima Pereira Salvador 2017 Agradecimentos Ao meu orientador Rodrigo Rocha Gomes e Souza por ter sido sempre presente em sua orientação me dando forças para que enfim pudesse concluir esta etapa, minha família, meus amigos e meu namorado que sempre me apoiaram e ofereceram suporte das diversas maneiras possíveis. Sem vocês eu não teria chegado onde estou hoje, então esse sucesso também é de vocês! A Dra. Lynn Alves, coordenadora do grupo de pesquisa Comunidades Virtuais que participei de 2009 a 2016, pela oportunidade de crescimento pessoal e profissional proporcionada e a todas as pessoas que trabalhei conjuntamente neste grupo! Aos meus colegas de curso, com os quais pude compartilhar conhecimentos e experiências ao longo destes anos, e por fim agradeço aos meus professores, por todo o conhecimento transmitido e por terem escolhido essa bela profissão que é a de ensinar. Abstract The development of video games also fits in the area of software development; this creates a need to use models and tools to design narratives and mechanics, to document, test and evaluate them during their creative process. This work presents a possibility of using the visual language and framework Machinations in the modeling of adventure games, creating patterns to represent elements of games. For this, we make a comparative analysis between a model made exclusively for this work and another related work. As a result we conclude that it is feasible to model adventure games on Machinations even though this genre is not the focus of the framework, and that there is a lack of good tools for game models and academic research in the area. Keywords: game design, diagram, game development, tool, adventure games. Resumo O desenvolvimento de jogos também se enquadra como desenvolvimento de software; sendo assim cria-se a necessidade do uso de modelos e ferramentas para projetar narrativas e mecânicas, documentar, testar e avaliá-las durante seu processo criativo. Neste trabalho avaliamos a viabilidade de uso da linguagem visual e framework Machinations na modela- gem de jogos de adventure, criando padrões para representar elementos desses jogos. Para isso, fazemos uma análise comparativa entre uma modelagem feita exclusivamente para este trabalho e um outro trabalho relacionado. Como resultado concluímos que é factível a modelagem de jogos de adventure no Machinations mesmo que este gênero não seja o foco do framework, e que existe uma carência de boas ferramentas para modelagens de jogos e de pesquisa acadêmica na área. Palavras-chave: design de jogos, diagramas, desenvolvimento de jogos, ferramenta, jogos de adventure. Lista de Figuras Figura 1 – Imagens de jogos de adventure ....................... 24 Figura 2 – Imagens de jogos de adventure ....................... 24 Figura 3 – A ferramenta do Machinations....................... 28 Figura 4 – Reservatórios................................ 28 Figura 5 – Modos de ativação de nós ......................... 29 Figura 6 – Modos de transmissão de recursos..................... 30 Figura 7 – Transmissão de recursos.......................... 30 Figura 8 – Nós de push e pull all ........................... 30 Figura 9 – Exemplo de um modificador de rótulos.................. 31 Figura 10 – Exemplo de modificadores de nó...................... 32 Figura 11 – Exemplo de gatilho aplicado a um nó................... 33 Figura 12 – Exemplo de um ativador.......................... 34 Figura 13 – Tabela resumindo tipos de rótulos de conexões.............. 34 Figura 14 – Exemplo de portões ............................ 35 Figura 15 – Representação de fontes .......................... 35 Figura 16 – Exemplo de dreno e fonte ......................... 36 Figura 17 – Conversor e sua representação com dreno e fonte ............ 36 Figura 18 – Troca de recursos.............................. 36 Figura 19 – Estados finais................................ 37 Figura 20 – Registros .................................. 37 Figura 21 – Nó de fila .................................. 38 Figura 22 – Modelagem do uso de skills em um MOBA................ 39 Figura 23 – Exemplo de um gatilho reverso ...................... 39 Figura 24 – Exemplo de modelo em Micro-Machinations............... 40 Figura 25 – Captura de tela do AdapTower ...................... 42 Figura 26 – Representação do jogador e de cenários.................. 44 Figura 27 – Representação de itens coletáveis ..................... 44 Figura 28 – Exemplo de coleta de itens não habilitada ................ 45 Figura 29 – Exemplo de coleta de itens habilitada................... 45 Figura 30 – Representação de interações com objetos................. 46 Figura 31 – Representação de interações com NPCs.................. 46 Figura 32 – Representação de uma disjunção lógica.................. 48 Figura 33 – Nó não-determinístico aleatório...................... 49 Figura 34 – Conversão de recursos ........................... 50 Figura 35 – Exemplo de diagrama utilizando o mecanismo de lock-and-key . 52 Figura 36 – Captura de tela da cena do convés do jogo Búzios............ 54 Figura 37 – Diagrama completo da fase do convés do jogo Búzios.......... 55 Figura 38 – Passo a passo do Cloak of Darkness.................... 57 Figura 39 – Cloak of Darkness no Machinations.................... 58 Figura 40 – Movimentação entre salas no Cloak of Darkness em uma rede de Petri 58 Figura 41 – Possíveis ações no Cloak of Darkness, no ambiente Cloakroom . 59 Figura 42 – Possíveis ações no Cloak of Darkness, no ambiente Bar......... 59 Figura 43 – GroupBox modelado de forma agrupada ................. 63 Lista de Tabelas Tabela 1 – Características comuns de jogos de adventure . 26 Tabela 2 – Especificação da distribuição de objetos nos cenários .......... 51 Lista de abreviaturas e siglas FPS First Person Shooter IF Interactive Fiction UML Unified Modelling Language MM Micro-Machinations MM AiR MM Analysis in Rascal MMORPG Massively Multiplayer Online Role-Playing Game MOBA Multiplayer Online Battle Arena PROMELA Process or Protocol Meta Language Conteúdo 1 INTRODUÇÃO ............................. 19 1.1 Objetivo do trabalho ............................ 20 1.2 Metodologia ................................. 20 1.3 Estrutura da monografia .......................... 21 2 FUNDAMENTAÇÃO TEÓRICA .................... 23 2.1 Jogos de adventure ............................ 23 2.1.1 Breve história ................................. 23 2.1.2 Características ................................ 24 2.2 Trabalhos relacionados ........................... 25 3 MACHINATIONS ............................ 27 3.1 A ferramenta ................................ 27 3.2 Elementos básicos ............................. 27 3.2.1 Reservatórios e recursos ........................... 28 3.2.2 Conexões entre nós .............................. 29 3.2.3 Mudanças de estado ............................. 30 3.2.3.1 Modificadores de rótulo ............................. 31 3.2.3.2 Modificadores de nó ............................... 32 3.2.3.3 Gatilhos .................................... 32 3.2.3.4 Ativadores ................................... 33 3.3 Tipos avançados de nós .......................... 33 3.3.1 Portões .................................... 34 3.3.2 Fontes ..................................... 35 3.3.3 Drenos .................................... 35 3.3.4 Conversor ................................... 35 3.3.5 Trocador ................................... 36 3.3.6 Condições de fim ............................... 36 3.3.7 Registros ................................... 37 3.3.8 Atrasos e filas ................................. 38 3.3.9 Gatilhos reversos ............................... 38 3.3.10 Outros elementos ............................... 38 3.4 Micro-Machinations ............................ 40 3.4.1 Análise formal ................................
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