Herramienta De Definición De Comportamientos De Personajes No Jugadores En Videojuegos Educativos

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Herramienta De Definición De Comportamientos De Personajes No Jugadores En Videojuegos Educativos Herramienta de definición de comportamientos de personajes no jugadores en videojuegos educativos Grado en Ingeniería en Informática Especialidad en Ingeniería de Computadores Trabajo de Fin de Grado Segundo cuatrimestre Curso 2012-2013 Autor: Javier Abellán Fernández Tutor: Telmo Zarraonandia Ayo Índice de contenido 1. INTRODUCCIÓN ................................................................................................................... 11 1.1 Contexto ...................................................................................................................... 11 1.2 Objetivo Principal ........................................................................................................ 12 1.3 Objetivos Específicos ................................................................................................... 12 1.4 Motivación .................................................................................................................. 14 1.5 Medios empleados ...................................................................................................... 15 1.5.1 Elementos hardware ........................................................................................... 15 1.5.2 Elementos software ............................................................................................ 15 1.6 Estructura de la memoria ............................................................................................ 16 2. ESTADO DEL ARTE ............................................................................................................... 17 2.1 El modelo GRE (Game Rules and scEnario). ................................................................ 17 2.2 Motores gráficos y entornos de desarrollo ................................................................. 19 2.2.1 Source Engine ...................................................................................................... 19 2.2.2 Unity .................................................................................................................... 21 2.2.3 Unreal Engine ...................................................................................................... 24 2.2.4 CraftStudio .......................................................................................................... 26 2.3 ¿Por qué Unity? ........................................................................................................... 27 2.4 Técnicas de definición de comportamientos .............................................................. 28 2.4.1 Algoritmos de IA .................................................................................................. 28 3. UNITY SDK ........................................................................................................................... 33 3.1 Requisitos del Sistema................................................................................................. 33 3.1.1 Requisitos de Hardware ...................................................................................... 33 3.1.2 Requisitos de Software ........................................................................................ 34 3.1.3 Requisitos técnicos .............................................................................................. 35 3.2 Entorno de desarrollo ................................................................................................. 39 3.2.1 Unity editor ......................................................................................................... 40 3.2.2 Mono Develop ..................................................................................................... 41 3.3 Instalación del SDK de Unity........................................................................................ 42 4. ANÁLISIS FUNCIONAL .......................................................................................................... 43 4.1 Visión general de la aplicación .................................................................................... 43 4.2 Usuarios del sistema ................................................................................................... 44 4.3 Funcionalidades del sistema ....................................................................................... 45 4.3.1 Modelo de casos de uso ...................................................................................... 45 Página 2 de 143 4.3.2 Análisis de Requisitos .......................................................................................... 54 4.3.3 Diagrama de Actividad ........................................................................................ 66 5. DISEÑO ................................................................................................................................ 69 5.1 Arquitectura ................................................................................................................ 69 5.1.1 Módulo GREP Behaviour Authoring .................................................................... 70 5.1.2 Módulo GREP Behaviour Player .......................................................................... 71 5.2 Modelo de datos ......................................................................................................... 72 5.2.1 Atributo ............................................................................................................... 72 5.2.2 Entidad ................................................................................................................ 73 5.2.3 Consecuencia ....................................................................................................... 74 5.2.4 Comportamiento ................................................................................................. 75 5.2.5 Evento.................................................................................................................. 76 5.2.6 Plataforma/Muro ................................................................................................ 77 5.3 Interfaces ..................................................................................................................... 77 5.3.1 Pantalla principal GREP ....................................................................................... 77 5.3.2 Interfaz del módulo de edición ........................................................................... 78 6. IMPLEMENTACIÓN .............................................................................................................. 84 6.1 Estructura de los XML del juego .................................................................................. 84 6.2 Jerarquía de ficheros ................................................................................................... 85 6.3 NPCs GREP Behaviour Authoring: Edición ................................................................... 86 6.3.1 Interfaz de edición ............................................................................................... 86 6.3.2 Registro de acciones ............................................................................................ 88 6.4 NPCs GREP Behaviour Player: Reproducción .............................................................. 90 6.4.1 Gestor de eventos ............................................................................................... 90 6.4.2 Reproducción de comportamientos.................................................................... 91 6.5 Exportación y despliegue ............................................................................................ 92 7. PRUEBAS .............................................................................................................................. 94 7.1 Especificación del plan de pruebas ............................................................................. 94 7.1.1 Pruebas funcionales ............................................................................................ 95 7.1.2 Pruebas de usuarios ............................................................................................ 99 7.2 Observaciones y resultados ...................................................................................... 101 8. GESTIÓN DEL PROYECTO ................................................................................................... 102 8.1 Fases del proyecto ..................................................................................................... 102 8.2 Planificación .............................................................................................................. 103 Página 3 de 143 8.2.1 Planificación inicial del proyecto ....................................................................... 105 8.2.2 Planificación final del proyecto ......................................................................... 106 8.3 Presupuesto .............................................................................................................. 108 8.3.1 Personal ............................................................................................................. 108 8.3.2 Distribución de los recursos .............................................................................. 108 8.3.3 Coste del personal ............................................................................................. 109 8.3.4 Coste del material ............................................................................................. 109
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