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Repositorio Digital UNIVERSIDAD CENTRAL DEL ECUADOR FACULTAD DE INGENIERÍA, CIENCIAS FÍSICAS Y MATEMÁTICA CARRERA DE INGENIERÍA EN COMPUTACIÓN GRÁFICA Diseño general, escritura, desarrollo y programación de un videojuego de rol JRPG llamado “Quito Quest” Trabajo de titulación, modalidad Proyecto Integrador previo a la obtención al titulo de Ingeniero en Computación Gráfica. AUTOR: Ronquillo Lugo Daniel Ignacio TUTOR: Fis. Bayardo Gonzalo Campuzano Nieto QUITO, 2019 DERECHOS DE AUTOR Yo, RONQUILLO LUGO DANIEL IGNACIO en calidad de autor y titular de los derechos morales y patrimoniales del trabajo de titulación DISEÑO GENERAL, ESCRITURA, DESARROLLO Y PROGRAMACIÓN DE UN VIDEOJUEGO DE ROL JRPG LLAMADO “QUITO QUEST”, de conformidad con el Art. 114 del CÓDIGO ORGÁNICO DE LA ECONOMÍA SOCIAL DE LOS CONOCIMIENTOS, CREATIVIDAD E INNOVACIÓN, concedo a favor de la Universidad Central del Ecuador una licencia gratuita, intransferible y no exclusiva para el uso no comercial de la obra, con fines estrictamente académicos. Conservo a mi favor todos los derechos de autor sobre la obra, establecidos en la normativa citada. Así mismo, autorizo a la Universidad Central del Ecuador para que realice la digitalización y publicación de este trabajo de titulación en el repositorio virtual, de conformidad a lo dispuesto en el Art. 144 de la Ley Orgánica de Educación Superior. El autor declara que la obra objeto de la presente autorización es original en su forma de expresión y no infringe en el derecho de autor de terceros, asumiendo la responsabilidad por cualquier reclamación que pudiera presentarse por esta causa y liberando a la Universidad de toda responsabilidad. __________________________ Daniel Ignacio Ronquillo Lugo C.I.: 1723609564 Email: [email protected] ii APROBACIÓN DEL TUTOR En mi calidad de Tutor del Trabajo de Titulación, presentado por el Sr. RONQUILLO LUGO DANIEL IGNACIO, para optar por el Grado Ingeniero Computación Grafica; cuyo título es: DISEÑO GENERAL, ESCRITURA, DESARROLLO Y PROGRAMACIÓN DE UN VIDEOJUEGO DE ROL JRPG LLAMADO “QUITO QUEST”, considero que dicho trabajo reúne los requisitos y méritos suficientes para ser sometido a la presentación pública y evaluación por parte del tribunal examinador que se designe, por lo que lo APRUEBO, a fin de que el trabajo Proyecto Integrador sea habilitado, para continuar con el proceso de titulación determinado por la Universidad Central del Ecuador. En la ciudad de Quito, a los 6 días del mes de agosto de 2019. _________________________ Fis. Bayardo Gonzalo Campuzano Nieto DOCENTE-TUTOR C.I.: 1708459118 iii DEDICATORIA A mi familia y mis amigos porque por ellos pude ser la persona que soy ahora. Gracias por su incondicional apoyo. iv AGRADECIMIENTOS Quisiera expresar mi más sentido agradecimiento a mis compañeros, amigos y familiares y todos los que ayudaron a que este proyecto sea completado. Gracias por siempre a todos. v CONTENIDO DERECHOS DE AUTOR .............................................................................................. ii APROBACIÓN DEL TUTOR ...................................................................................... iii DEDICATORIA ........................................................................................................... iv AGRADECIMIENTOS ................................................................................................. v CONTENIDO ............................................................................................................... vi LISTA DE ILUSTRACIONES ................................................................................... xiv LISTA DE TABLAS .................................................................................................. xxii GLOSARIO ............................................................................................................... xxiv RESUMEN ................................................................................................................ xxvi ABSTRACT ............................................................................................................. xxvii INTRODUCCIÓN ......................................................................................................... 1 1.Capítulo I: Definición del Problema ........................................................................... 3 1.1 Antecedentes ........................................................................................................ 3 1.2 Planteamiento del Problema ................................................................................. 4 1.3 Justificación .......................................................................................................... 4 1.4 Objetivos .............................................................................................................. 4 1.4.1 Objetivo General ........................................................................................... 4 1.4.2 Objetivos Específicos.................................................................................... 4 1.5 Alcance y Limitaciones ........................................................................................ 4 2.Capítulo II: Marco Referencial ................................................................................... 6 2.1 Conceptos Básicos................................................................................................ 6 2.1.1 Juego de rol (RPG)........................................................................................ 6 2.1.2 Videojuego de rol japonés (JRPG) ............................................................... 7 2.1.3 Combate basado en turnos ............................................................................ 9 2.2 Marco Teórico ...................................................................................................... 10 2.2.1 Inteligencia artificial ..................................................................................... 10 2.2.1.1 Agentes .................................................................................................. 10 2.2.1.2 Inteligencia artificial en videojuegos ..................................................... 11 2.2.1.3 El objetivo de la inteligencia artificial en los videojuegos .................... 11 2.2.1.4 Percepción ............................................................................................. 12 2.2.1.4.1 Elementos de percepción ................................................................ 12 2.2.1.5 Árbol de decisiones ............................................................................... 12 2.2.2 Componentes de un JRPG ............................................................................ 13 vi 2.2.2.1 Escenario temático ................................................................................. 13 2.2.2.2 Narrativa dramática ............................................................................... 13 2.2.2.2.1 Desarrollo de personajes ................................................................. 14 2.2.2.2.2 Protagonista y antagonista .............................................................. 14 2.2.2.3 El mundo del juego ................................................................................ 15 2.2.2.3.1 Construcción del mundo ................................................................. 15 2.2.2.4 Party ....................................................................................................... 16 2.2.2.4.1 Progresión de personajes ................................................................. 16 2.2.2.5 Items ...................................................................................................... 16 2.2.3 Motores de desarrollo de videojuegos .......................................................... 17 2.2.4 Unreal Engine 4 ............................................................................................ 18 2.2.4.1 Por qué usar Unreal Engine 4 ................................................................ 18 2.2.4.2 Elementos de Unreal Engine 4 .............................................................. 19 2.2.4.2.1 Actores ............................................................................................ 19 2.2.4.2.1.1 Tipos de actores ........................................................................ 19 2.2.4.2.2 Blueprints ........................................................................................ 20 2.2.4.2.2.1.1 Gráfica de eventos ............................................................. 21 2.2.4.2.2.2 Eventos ..................................................................................... 21 2.2.4.2.2.3 Funciones.................................................................................. 22 2.2.4.2.2.3.1 Ventajas del uso de funciones. ........................................... 23 2.2.4.2.2.4 Componentes ............................................................................ 23 2.2.4.2.2.4.1 Actor Component ............................................................... 23 2.2.4.2.2.5 Blueprints especiales ................................................................ 24 2.2.4.2.2.5.1 Level Blueprint .................................................................. 24 2.2.4.2.2.5.2 Game Mode ....................................................................... 24 2.2.4.2.2.5.3 Peones ................................................................................ 24 2.2.4.2.2.5.4 Personajes .........................................................................
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