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Tesis (6.677Mb) DESARROLLO DE UN PROTOTIPO DE VIDEOJUEGO PARA LA EMPRESA LIFE IS THE GAME, EMPLEANDO UNA METODOLOGÍA ÁGIL Y UN MOTOR DE JUEGOS DE ÚLTIMA GENERACIÓN KEVIN CASTELLANOS TOVAR FABIAN ANDRES DELGADO SERRANO UNIVERSIDAD AUTÓNOMA DE BUCARAMANGA FACULTAD DE INGENIERÍAS INGENIERÍA DE SISTEMAS BUCARAMANGA 2019 DESARROLLO DE UN PROTOTIPO DE VIDEOJUEGO PARA LA EMPRESA LIFE IS THE GAME, EMPLEANDO UNA METODOLOGÍA ÁGIL Y UN MOTOR DE JUEGOS DE ÚLTIMA GENERACIÓN KEVIN CASTELLANOS TOVAR FABIAN ANDRES DELGADO SERRANO Trabajo de grado Director Nitae Andrés Uribe Ordóñez, Docente de la facultad de ingenierías UNIVERSIDAD AUTÓNOMA DE BUCARAMANGA FACULTAD DE INGENIERÍAS INGENIERÍA DE SISTEMAS BUCARAMANGA 2019 2 TABLA DE CONTENIDO 1. INTRODUCCIÓN ............................................................................................ 11 2. PROBLEMA ................................................................................................... 11 PREGUNTA DE INVESTIGACIÓN ..................................................................................... 12 3. OBJETIVOS ................................................................................................... 12 OBJETIVO GENERAL ........................................................................................................ 12 OBJETIVOS ESPECÍFICOS ............................................................................................... 12 4. ESTADO DEL ARTE. ..................................................................................... 13 ESTADO DEL ARTE DE ENGINES DE ÚLTIMA GENERACIÓN...................................... 13 Unity3d ........................................................................................................................ 13 Unreal Engine 4 ........................................................................................................... 15 CryEngine .................................................................................................................... 16 Game Maker 2 ............................................................................................................. 17 Godot Engine............................................................................................................... 18 Cocos2D-x ................................................................................................................... 19 Source 2 ...................................................................................................................... 20 Frostbite ....................................................................................................................... 20 PROYECTOS SIMILARES. ................................................................................................. 20 Town of Salem............................................................................................................. 21 Scythe: Digital Edition: ................................................................................................ 22 Gem Rush. .................................................................................................................. 23 Hex Gambit. ................................................................................................................. 24 Through the ages. ....................................................................................................... 25 Ogre. ............................................................................................................................ 26 Warbands: Bushido. .................................................................................................... 28 Antihero. ...................................................................................................................... 28 For the king .................................................................................................................. 29 Armello. ....................................................................................................................... 31 5. MARCO CONCEPTUAL ................................................................................ 32 VIDEOJUEGO. .................................................................................................................... 32 GÉNEROS DE VIDEOJUEGO. ........................................................................................... 32 PROTOTIPO ........................................................................................................................ 34 3 VIDEOJUEGOS MULTIJUGADOR ..................................................................................... 35 PLATAFORMA MÓVIL ........................................................................................................ 35 PROGRAMACIÓN ORIENTADA A COMPONENTES. ...................................................... 35 PROGRAMACIÓN ORIENTADA A OBJETOS. ................................................................. 36 6. COMPARATIVA DE MOTORES DE JUEGO Y SELECCIÓN DEL MOTOR QUE SE IMPLEMENTARÁ EN EL PROYECTO. .................................................. 37 COMPARATIVA DE MOTORES DE JUEGO Y SELECCIÓN DEL MOTOR QUE SE IMPLEMENTARÁ EN EL PROYECTO. ........................................................................................... 37 SELECCIÓN DEL MOTOR DE JUEGO. ............................................................................. 40 7. MARCO TEÓRICO ......................................................................................... 40 DESCRIPCIÓN DEL EDITOR. ............................................................................................ 40 Principales partes de la interfaz. ................................................................................. 41 TÉCNICAS DE MUESTREO ............................................................................................... 46 Técnicas no probabilísticas ......................................................................................... 46 Técnicas probabilísticas .............................................................................................. 46 TÉCNICAS DE FORMULACIÓN DE UNA ENCUESTA. .................................................... 47 Formulación de preguntas. .......................................................................................... 47 Secuencia .................................................................................................................... 48 Estructura .................................................................................................................... 48 LA FALSEDAD DE LA RESPUESTA ................................................................................. 48 TÉCNICAS DE PROGRAMACIÓN ..................................................................................... 49 Patrones elementales .................................................................................................. 49 Patrones de creación .................................................................................................. 49 Patrones estructurales. ............................................................................................... 50 Patrones de comportamiento ...................................................................................... 52 BUENAS PRÁCTICAS DE PROGRAMACIÓN. ................................................................. 53 VERSIONAMIENTO DE SOFTWARE ................................................................................. 54 Sistema de control de versiones local. ........................................................................ 54 Sistema de control de versiones centralizado. ............................................................ 55 Sistema de control de versiones distribuido. ............................................................... 56 Guardado de cambios de un repositorio. .................................................................... 57 Ramas de un repositorio. ............................................................................................ 58 GAME DESIGN DOCUMENT (GDD) .................................................................................. 59 DOCUMENTACIÓN DE CÓDIGO. ...................................................................................... 62 Comentarios XML ........................................................................................................ 64 4 MARCO LEGAL .................................................................................................................. 65 Sobre los derechos de autor: ...................................................................................... 65 Plantilla para contrato de desarrollo de software. ....................................................... 66 8. METODOLOGÍA ............................................................................................. 68 METODOLOGÍAS ÁGILES ................................................................................................. 68 SUM ..................................................................................................................................... 68 Fase 1 Concepto ......................................................................................................... 69 Fase 2 Planificación .................................................................................................... 70 Fase 3 Elaboración ..................................................................................................... 71 Fase 4 Beta ................................................................................................................
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