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Aprendizaje Y Creación De Un Videojuego En 6 Meses Con APRENDIZAJE Y CREACIÓN DE UN VIDEOJUEGO EN 6 MESES CON CONOCIMIENTOS MÍNIMOS Autores: Pau Zaragoza y David Cañadas Tutor: Pedro Porcuna Curso: 2n Bachillerato (2BAT2B) Colegio: Stucom Centre d’Estudis Fecha: Barcelona, 15 de enero de 2021 RESUM Motivats per l’auge de la indústria tecnològica, en especial la del joc digital, ens hem plantejat crear pel nostre compte un videojoc utilitzant el motor Unity. Després d’haver seguit el procés model de creació d’un videojoc i aplicar-lo al nostre treball, calia posar en pràctica la teoria i, a través de diversos programes de disseny i de la nostra creativitat, començar a perfilar el joc i les seves parts. I així, seguint un fructífer procés de prova i error, els dos plegats hem aconseguit assolir el nostre objectiu satisfactòriament: produir un videojoc simple, però entretingut i estable. ABSTRACT Motivated by the rise of the technology industry, especially the digital gaming one, we set out to create a video game on our own using the Unity engine. Having followed the model process of creating a video game and applying it to our work, we had to put the theory into practice and, through various design programs and our creativity, start outlining the game and its parts. And so, following a fruitful trial and error process, we both managed to achieve our goal satisfactorily: to produce a simple yet entertaining and stable video game. 1 AGRADECIMIENTOS Antes que nada, dado que decidimos realizar este trabajo entre dos, ha resultado indispensable el trabajo en equipo y la colaboración; al igual que la confianza mutua y el sacrificio individual. Es por eso que agradecemos haber tenido un compañero que te diera fuerzas cuando a ti te faltaban, que se le ocurrían ideas cuando tu no las tenías, que te asistía con los problemas que tú no sabías resolver… Haber hecho el trabajo en pareja ha sido una experiencia muy satisfactoria y recomendamos a los futuros estudiantes que valoren esta opción. También nos gustaría agradecer a nuestro tutor, por su continua colaboración en nuestro trabajo, y a nuestra familia y amigos por su ayuda y opinión, además de los ánimos. - David Cañadas, Pau Zaragoza 2 ÍNDICE 1. INTRODUCCIÓN . 5 ​ ​ 2. EL DISEÑO . 7 ​ 2.1. ¿Qué es? 7 2.2. Tema y Mecánicas 7 2.3. Objetivo 7 2.4. Historia 7 2.5. Ambientación 8 2.6. Diseño de personajes y escenarios 8 2.7. Diálogos 9 2.8. HUD 10 3. LA PROGRAMACIÓN . 11 ​ 3.1. ¿Qué es y para qué sirve? 11 3.2. Orígenes 11 3.3. Lenguajes de programación 11 3.4. Capas de abstracción 12 4. MOTORES . 14 ​ ​ 4.1. ¿Qué son? 14 4.2. Unity 14 4.2.1. ¿Qué es? 14 4.2.2. Diferencias con otros motores 14 4.3. Motores propios 15 5. EL ARTE . 16 ​ 5.1. ¿Qué es? 16 5.2. Inspiración 16 5.3. Estilo artístico 16 5.4. Importancia del color 17 5.5. Concepción y creación de personajes y escenarios 18 5.6. La Música 19 5.7. Cinemáticas 19 5.8. Apartado artístico vs. Potencia Gráfica 20 6. MARKETING . 21 ​ 6.1. ¿Qué es? 21 6.2. Orientación 21 6.3. Medios de publicitación 21 3 7. PROCESO DE CREACIÓN DE UN VIDEOJUEGO . 23 ​ 7.1. Introducción 23 7.1.1. Concepción 23 7.1.2. Diseño 23 7.1.3. Planificación 24 7.1.4. Producción 24 7.1.5. Pruebas 24 7.1.6. Distribución y Marketing 24 7.1.7. Mantenimiento 24 8. TRABAJO DE CAMPO . 25 ​ 8.1. Introducción 25 8.2. Concepción 25 8.3. Diseño 25 8.4. Planificación 26 8.5. Producción 27 8.6. Pruebas 32 8.7. Distribución 32 8.8. Mantenimiento 33 8.9. Conclusión 33 9. CONCLUSIONES . 34 ​ 10. BIBLIOGRAFIA Y WEBGRAFIA . 35 ​ 10.1. Teoría 35 10.2. Trabajo de campo 37 4 1 . INTRODUCCIÓN Miremos donde miremos hoy en día, las máquinas nos rodean. Sea para facilitarnos tareas, entretenernos o asistirnos, no cabe duda de que las fronteras de la tecnología cambian cada día, aumentando su profundidad y complejidad exponencialmente. Ya sea desde las primeras máquinas del siglo XIX hasta las invenciones más complejas de la actualidad, la informática y la programación de mecanismos nos ha acompañado estos últimos siglos, brindándonos el progreso a velocidades inimaginables hasta entonces. El mundo de los videojuegos no es una excepción, ya que en sus inicios las posibilidades y estrategias a utilizar a la hora de crear uno eran mucho más limitadas en comparación con la época en la que vivimos, en la que este sector del entretenimiento se ha vuelto uno de los más destacados y es perfectamente capaz de competir con otros medios como los medios televisivos y cinematográficos. Provistos de este entorno donde la tecnología se aplica a casi cualquier cosa, nos hemos propuesto poner nuestro grano de arena y demostrar que dos estudiantes sin apenas conocimientos sobre el mundo de la creación de videojuegos son capaces de crear uno desde cero. Hemos elegido esta tarea porque prevemos que la informática seguirá jugando un papel muy relevante en nuestra sociedad, y por tanto dedicarse a ello podría brindarnos muchas oportunidades. Dentro de este marco, nuestros principales objetivos serán: ● Informarnos sobre cómo funciona el proceso de producción actual de los videojuegos, y cómo se aplica. ● Conocer los usos y propiedades de un motor de programación. ● Usar dicho motor y el conocimiento adquirido de diversas fuentes para crear desde cero nuestro propio videojuego. Dicho esto, la manera en la que encontraremos esta información será a través de la búsqueda en fuentes de todo tipo, ya sea contenido audiovisual, páginas web, entrevistas, o incluso libros si hace falta. Para nuestra parte práctica, buscaremos la información necesaria a medida que la vayamos necesitando, es decir, cuando nos topemos con un problema a la hora del uso de Unity o de la programación de nuestro proyecto, realizaremos una búsqueda 5 para informarnos sobre cómo solucionarlo. Explicaremos el desarrollo de nuestro videojuego más a fondo en el apartado del trabajo práctico (). A continuación explicaremos los diferentes campos del proceso de producción de un videojuego y su respectiva importancia. Los que más destacan y los que son reconocidos como los 3 pilares de la creación de un videojuego son: la programación, el arte y el diseño; sin embargo hay muchos más apartados a tener en cuenta. 6 2. EL DISEÑO 2.1. ¿Qué es? El diseño de un videojuego es uno de los procesos clave del proyecto, ya que en este se planifica todo con lo que el jugador va a interaccionar, es decir, todo lo que se esconde detrás del apartado artístico del juego. En los inicios, a este concepto se le llamaba la “lógica” abstracta del juego, mientras que hoy en día se relaciona profundamente con lo que se conoce como la “experiencia de juego”, es decir, la capacidad del juego para que nos veamos inmersos en él. 2.2. Tema y mecánicas En lo que respecta al tema del proyecto, no cabe duda de que es la pieza que definirá el estilo artístico del juego, además de sus mecánicas y dinámicas, las cuales dictan lo que el jugador puede o debe hacer para conseguir la victoria. Para un mayor disfrute de la experiencia de juego por parte de los partícipes, éstas se suelen equilibrar entre ellas para conseguir un balance en las normas, presentando al jugador una toma de decisiones Fig. 1. Gráfica explicativa de la relación entre más justa. ​ dificultad y tiempo de juego. 2.3. Objetivo Las acciones y decisiones de los jugadores deben tener un sentido, sino el juego tampoco lo tendría. Ahí entra el objetivo del juego, que es por lo que se lucha y la base de las decisiones que el participante toma. Sin embargo, no tiene porqué haber una única meta, ya que dar varios caminos a escoger puede ser del agrado de otras personas con estilos de juego diferentes (en un mismo videojuego pueden haber rutas más agresivas, misteriosas, de exploración o incluso más pacíficas o sociables) 2.4. Historia La historia en un videojuego no es algo indispensable, como el objetivo, sino que es algo que se utiliza para dar más fuerza y profundidad al propio. Una buena historia se encarga de que un videojuego, que en un principio pudiera parecer aburrido o monótono, se convierta en algo dinámico e interesante. 7 Al redactar la historia se ha de tener en cuenta muchos aspectos, como: el personaje principal, sus características; el antagonista o villanos, el mundo o mundos donde se desenvuelve la acción, los personajes secundarios que aportarán diversidad y dinamismo, etc. Además, la trama del videojuego también debe encajar con el tema y las mecánicas de éste, lo cual añade un grado más de dificultad a esta tarea. Fig. 2. Night in the Woods, de Finji Studios, un juego que prefiere centrarse más en su ​ ​ historia que en sus efectos visuales. 2.5. Ambientación Por su parte, la ambientación de nuestro videojuego pretende situar el entorno en el que sucede la acción, es decir, explicar el lugar y tiempo de la trama. El único límite de estas variables es nuestra imaginación, ya que pueden estar establecidas en el pasado, presente, futuro, las civilizaciones que habitan el mundo, su arquitectura y tecnología... 2.6. Diseño de personajes y escenarios Los personajes, junto con sus personalidades, interacciones, diseños… dan vida a los videojuegos. Los escenarios, por su parte, juegan el papel de lienzo donde se desencadenan los sucesos de la trama, y su aspecto e historia debe ir de acuerdo con ella para lograr una mejor inmersión y profundidad.
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