Videojuego Soul of Wars

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Videojuego Soul of Wars UNIVERSIDAD NACIONAL AUTONOMA DE NICARAGUA, MANAGUA RECINTO UNIVESITARIO “RUBEN DARIO” FACULTAD DE CIENCIAS E INGENIERIAS DEPARTAMENTO DE COMPUTACION TEMA: Programación de Videojuegos SUBTEMA: “Desarrollo de un Videojuego de perspectiva tercera persona, en ambiente 3D para PC, en la plataforma Windows, en el primer semestre 2013” PRESENTADO POR: Br. José Ramón Duran Ramírez Br. Meyling A. Lara Narváez Br. Jaeddson Jeannick Sánchez Arana TUTOR: Msc. Juan De Dios Bonilla MANAGUA, NICARAGUA 31 DE OCTUBRE DEL 2013 Dedicatoria Dedicamos este proyecto a nuestros padres, por su paciencia y apoyo incondicional, por brindar los medios para llevar este proceso de aprendizaje a término y por ser símbolo de superación y entrega; a nuestros amigos y compañeros por motivarnos con su energía; y demás personas que directa o indirectamente hicieron posible la culminación de esta etapa. Agradecimientos Con la realización de este proyecto se pone punto y final a todo un largo camino que ha sido la carrera de Licenciatura en Computación, mediante estas líneas queremos agradecer todo el apoyo que hemos tenido para conseguir finalizar. Primeramente queremos dar las gracias a Dios por nuestra salud y por darnos fortaleza para salir adelante cada día. A nuestros padres, por todo su amor y apoyo incondicional. A Msc. Juan de Dios Bonilla, tutor del proyecto, por todos sus consejos y tiempo invertido en ayudarnos a terminar con éxito este proyecto fin de carrera. A Darwin Rocha por su apoyo brindado a lo largo del proyecto. Al Lic. Luis Miguel Martínez por su colaboración en el desarrollo metodológico del proyecto. Y a las demás personas que hicieron posible llevar a buen término este trabajo de grado. Resumen Este documento de tesis titulado desarrollo de videojuegos, introduce al lector en los conceptos básicos y la historia de los videojuegos desde sus inicios hasta la época actual, haciendo un recuento de los juegos más representativos durante los comienzos de esta industria. El documento muestra contenido acerca de género de videojuegos, su clasificación y la posición de la computadora personal PC como plataforma de juego. Los objetivos propuestos son el desarrollo de un videojuego en todos sus aspectos desde elaborar el guión, diseñar un escenario hasta establecer las mecánicas de juego e implementarlas en la aplicación En este documento está plasmado el desarrollo de un videojuego de disparos en perspectiva de tercera persona para PC y desarrollado en el motor para videojueos Unreal Development Kit, describiendo la metodología utilizada su desarrollo y los resultados obtenidos. Contenido I. Introducción ............................................................................................................................... 1 II. Justificación ............................................................................................................................... 2 III. Objetivos ................................................................................................................................ 3 IV. Marco Conceptual ................................................................................................................ 4 4.1 Videojuegos ....................................................................................................................... 4 4.1.1 Concepto de videojuego .......................................................................................... 4 4.1.2 Historia de los videojuegos ..................................................................................... 4 4.1.3 Géneros de videojuegos ........................................................................................ 22 4.1.4 Sistema de clasificación de contenido de videojuegos .................................... 45 4.2 Videojuegos para la computadora personal (PC) .................................................... 52 4.2.1 Industria de videojuegos para PC presente y futuro ......................................... 53 4.2.2 Hardware para Videojuegos en PC ..................................................................... 56 4.2.3 Computación Grafica ............................................................................................. 60 4.3 Game Engines-Motores de videojuegos ..................................................................... 79 4.3.1 Historias de los motores de videojuegos ............................................................ 80 4.3.2 Game Middleware .................................................................................................. 82 4.3.3 Tendencias actuales .............................................................................................. 83 4.3.4 Tipos de Motores .................................................................................................... 84 4.3.5 Lista de motores ..................................................................................................... 85 4.3.6 Unreal Engine.......................................................................................................... 88 4.4 Ingeniería del Software .................................................................................................. 97 4.4.1 Procesos para el desarrollo de Software ........................................................... 98 4.4.2 Un proceso para el desarrollo de videojuegos: “Huddle” ................................. 99 V. Diseño metodológico............................................................................................................ 110 5.1 Tipo de estudio ............................................................................................................. 110 5.2 Estudio de factibilidad .................................................................................................. 110 5.2.1 Factibilidad técnica ............................................................................................... 110 5.2.2 Factibilidad Económica ........................................................................................ 111 5.3 Proceso metodológico ................................................................................................. 112 5.3.1 Fase de preproducción del videojuego ............................................................. 113 5.3.2 Fase de Producción del videojuego................................................................... 114 5.3.3 Fase Postmorten .................................................................................................. 115 5.4 Desarrollo del Videojuego ........................................................................................... 115 5.4.1 Diseño de niveles ................................................................................................. 115 5.4.2 Creación de materiales ........................................................................................ 115 5.4.3 Personaje y enemigos ......................................................................................... 116 5.4.4 Programación de eventos ................................................................................... 116 5.5 Diagramas del Lenguaje unificado de modelado ................................................... 118 5.5.1 Diagramas de casos de usos ............................................................................. 118 5.5.2 Diagramas de secuencia ..................................................................................... 118 5.5.3 Diagrama de clases del videojuego ................................................................... 119 VI. Resultados ......................................................................................................................... 120 VII. Conclusiones ..................................................................................................................... 180 VIII. Recomendaciones ............................................................................................................ 181 IX. Bibliografia ......................................................................................................................... 182 X. Anexos ................................................................................................................................... 185 10.1 Cotización del equipo ................................................................................................... 185 10.2 Manual de usuario de videojuego Soul of wars ....................................................... 186 Indice de tablas Tabla 1. Clasificaciones normales de ESBR ....................................................... 47 Tabla 2. Clasificaciones Restringidas de ESBR ................................................... 48 Tabla 3. Otras clasificaciones sin restricciones de ESBR .................................... 49 Tabla 4. Clasificación en desuso de ESBR ........................................................... 49 Tabla 5. Tipos de memoria para tarjetas gráficas vigentes en el mercado ........... 58 Tabla 6. Motores Free y Open Source .................................................................. 86 Tabla 7. Motores Freeware ................................................................................. 87 Tabla 8. Motores Propietarios .............................................................................. 88 Tabla 9. Plantilla del Documento de Diseño ....................................................... 106 Tabla 10. Plantillas de los Documentos de Producción ...................................... 108 Tabla
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