Run Away Or Shoot: Diseño Y Desarrollo De Un Videojuego Para PC En Gamemaker”

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Run Away Or Shoot: Diseño Y Desarrollo De Un Videojuego Para PC En Gamemaker” Grado en Ingeniería Informática 2018-2019 Trabajo Fin de Grado “Run away or shoot: diseño y desarrollo de un videojuego para PC en GameMaker” Cristian López Reviriego Tutor: Jorge Ruiz Magaña Leganés, marzo de 2019 Esta obra se encuentra sujeta a la licencia Creative Commons Reconocimiento – No Comercial – Sin Obra Derivada II RESUMEN En este Trabajo Fin de Grado se aborda el diseño y la implementación de un videojuego, denominado “Run away or shoot”, para plataforma de PC utilizando para ello la herramienta GameMaker: Studio. El punto de partida del trabajo radica en la creciente y cada vez más relevante industria de los videojuegos, así como en la necesidad del ser humano de divertirse. En la fase de análisis se realiza un estudio de la competencia y quedan definidos los requisitos del juego. En la siguiente fase, de diseño, se detallan los diferentes elementos que componen el juego: objetos visibles, controles, mecánicas y música. En la fase de implementación, se explican a nivel técnico de qué forma se han programado los diferentes elementos definidos en el juego, entre los que destacan las técnicas de inteligencia artificial aplicadas en el comportamiento de algunos personajes del juego y los paradigmas de programación utilizados con la herramienta GameMaker, como son la programación dirigida por eventos y la programación orientada a objetos. Finalmente, se describe la fase de evaluación del juego, para la que se han empleado dos técnicas diferentes sobre un conjunto de usuarios de evaluación, haciendo un análisis cuantitativo y cualitativo de los resultados extraídos. Finalmente, se realiza un estudio del coste económico y temporal que ha supuesto el desarrollo de este proyecto, así como de aquellos aspectos legales a tener en cuenta en caso de querer realizar una explotación económica del producto creado. Palabras clave: Videojuego; Desarrollo software; GameMaker; Programación dirigida por eventos; Programación orientada a objetos; Inteligencia Artificial III IV AGRADECIMIENTOS A mi tutor Jorge Ruiz Magaña, por los consejos y el tiempo que me ha dedicado durante todas las fases del trabajo, así como la motivación que hemos compartido por la temática elegida. A mis padres, por darme su apoyo incondicional en estos años de carrera y la oportunidad de formarme en lo que me apasiona. A mi hermano Óscar, que desde que éramos pequeños me transmitió su interés por la informática y que ha sido el mayor crítico de este trabajo, una labor imprescindible e impagable. A mis amigos, a los que siempre han estado ahí y a los de “la comunidad”, por animarme a continuar hacia adelante y ayudarme a levantarme cada vez que me caigo. A mis compañeros de universidad, en especial a Daniel y José Manuel, por aguantarme como compañero de prácticas y de los que aprendí tanto a nivel personal como profesional. A todos los profesores que he tenido desde la educación secundaria, en especial a Máximo y Manuel. A Soraya, por su comprensión y aportar luz en mi vida. A Danny, por su colaboración y asesoramiento con los diferentes aspectos jurídicos tratados en este trabajo. Por último, a todas las personas que me ayudaron con la evaluación del juego, aportando su honestidad y con un gran espíritu crítico. V VI ÍNDICE DE CONTENIDO 1. INTRODUCCIÓN ............................................................................................................... 1 1.1. Motivación ......................................................................................................................... 1 1.2. Objetivos ............................................................................................................................ 3 1.3. Marco regulador ................................................................................................................. 4 1.4. Entorno socio-económico ................................................................................................... 4 1.5. Estructura del documento ................................................................................................... 5 2. ESTADO DEL ARTE ......................................................................................................... 7 2.1. Estado del arte respecto del producto ................................................................................. 7 2.1.1. Industria de los videojuegos ............................................................................................ 7 2.1.2. Juegos indie ..................................................................................................................... 8 2.1.3. Inteligencia artificial en los videojuegos ....................................................................... 10 2.2. Estado del arte respecto de la técnica ............................................................................... 13 2.2.1. Git/GitLab ..................................................................................................................... 13 2.2.2. Balsamiq ........................................................................................................................ 16 2.2.3. BOUML ........................................................................................................................ 17 2.2.4. Game Maker Studio 2 ................................................................................................... 19 3. ANÁLISIS DE LA SOLUCIÓN ....................................................................................... 25 3.1. Definición de la solución.................................................................................................. 25 3.2. Estudio de competencia y sustitutivos.............................................................................. 26 3.2.1. Lone Survivor: The Director’s Cut ............................................................................... 27 3.2.2. Mark of the Ninja .......................................................................................................... 27 3.2.3. Stealth Inc: A Clone in the Dark ................................................................................... 28 3.2.4. Dead by Daylight .......................................................................................................... 29 3.2.5. INSIDE .......................................................................................................................... 30 3.2.6. Saga de juegos del Profesor Layton .............................................................................. 31 VII 3.3. Especificación de requisitos ............................................................................................. 32 3.3.1. Requisitos de capacidad ................................................................................................ 33 3.3.2. Requisitos de restricción ............................................................................................... 42 4. DISEÑO DE LA SOLUCIÓN .......................................................................................... 45 4.1. Diseño del juego ............................................................................................................... 45 4.1.1. Sinopsis ......................................................................................................................... 45 4.1.2. Jugabilidad .................................................................................................................... 45 4.1.3. Mentalidad ..................................................................................................................... 46 4.2. Técnica ............................................................................................................................. 46 4.2.1. Prototipos de pantallas .................................................................................................. 46 4.2.1.1. Pantalla de título ......................................................................................................... 46 4.2.1.2. Pantalla de selección de dificultad ............................................................................. 47 4.2.1.3. Pantalla de mejores puntuaciones .............................................................................. 48 4.2.1.4. Pantalla de créditos..................................................................................................... 49 4.2.1.5. Pantalla de juego ........................................................................................................ 50 4.2.1.6. Pantalla de inventario ................................................................................................. 51 4.2.1.7. Pantalla de descifrar clave .......................................................................................... 52 4.2.1.8. Pantalla de partida finalizada ..................................................................................... 53 4.2.1.9. Mapa de transición de pantallas ................................................................................. 54 4.2.2. Controles ....................................................................................................................... 55 4.2.3. Mecánicas ...................................................................................................................... 56 4.2.3.1. Sigilo .......................................................................................................................... 56 4.2.3.2. Recogida de objetos ..................................................................................................
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