Videojuego De Aventura Gráfica 3D. Diseño Y Uso De Los Diálogos

Total Page:16

File Type:pdf, Size:1020Kb

Videojuego De Aventura Gráfica 3D. Diseño Y Uso De Los Diálogos Escola Tècnica Superior d’Enginyeria Informàtica Universitat Politècnica de València "Frozen Out", videojuego de aventura gráfica 3D. Diseño y uso de los diálogos Trabajo Fin de Grado Grado en Ingeniería Informática Autor: Vicent Pla Madrid Tutor: Manuel Agustí Melchor 2019-2020 "Frozen Out", videojuego de aventura gráfica 3D. Diseño y uso de los diálogos 2 Resumen Esta memoria trata el desarrollo de un proyecto de emprendimiento, un videojuego de aventuras y puzles en tres dimensiones, dentro del marco de la universidad, así como la implementación de los sistemas de juego que posibilitaron las funcionalidades del diálogo. El producto se realizó dentro de un equipo multidisciplinar de cinco estudiantes y utilizando el motor de videojuegos Unity. La propuesta original se analizó y se desarrollaron un conjunto de características para evaluar su viabilidad en dos experimentos frente a público objetivo, los cuales resultaron tener una recepción positiva. Por otro lado, en cuanto al apartado técnico se indagaron e integraron herramientas existentes centradas en el control de conversaciones y se implementación extensiones a este para acomodarse a las necesidades del proyecto en cuestión, resultando en la creación de un gestor de diálogos flexible y personalizable para otros proyectos. Palabras clave: videojuego, diálogo, emprendimiento, Unity. Resum Aquesta memòria tracta el desenvolupament d’un projecte d’emprenedoria, un videojoc d’aventures i puzles en tres dimensions, dins del marc de la universitat, així com la implementació dels sistemes de joc que possibiliten les funcions del diàleg. El projecte es va realitzar dins d’un equip multidisciplinar de cinc estudiants i utilitzant el motor de videojocs Unity. La proposta original es va analitzar i es varen desenvolupar un conjunt de característiques per a avaluar la seua viabilitat amb dos experiments orientats al públic objectiu, els quals van rebre una recepció positiva. En quant a l’apartat tècnic, es varen indagar e integrar ferramentes existents centrades en el control de conversacions y es varen implementar extensions a aquest per a acomodar-se a les necessitats del videojoc, resultant en un gestor de diàlegs flexible i personalitzable per a altres projectes. Paraules clau: videojoc, diàleg, emprenedoria, Unity. Abstract This paper is about the development of an entrepreneur project, a 3D adventure videogame with puzzles, inside the framework of the university. It will also dive into the implementation of the game systems related to the dialogue functionalities. The project was conducted inside a multidisciplinary team of five students and Unity was used as the game engine. The original proposal was therefore analysed, and a set of characteristics was picked to be developed and carry out two experiments aimed at the public, where the project received positive feedback. In regard to the technical aspects, a variety of tools designed to control conversations were researched and they were integrated and extended to adjust them to our videogame’s need, which resulted in the creation of a flexible dialogue manager that could be personalised for other projects. Keywords: videogame, dialogue, entrepreneurship, Unity. 3 "Frozen Out", videojuego de aventura gráfica 3D. Diseño y uso de los diálogos 4 Tabla de contenidos 1. Introducción ................................................................................................................ 8 1.1. Motivación ........................................................................................................... 8 1.2. Objetivos ............................................................................................................. 9 1.3. Estructura ............................................................................................................ 9 2. Generación y evaluación de la idea de negocio.............................................................. 11 2.1. Generación de la idea de negocio .......................................................................... 11 2.2. Estudio de mercado ............................................................................................. 11 2.3. Análisis DAFO .................................................................................................... 19 2.4. Modelo de negocio y proyección económica ........................................................ 20 2.5. Lean Canvas ...................................................................................................... 24 2.6. Conclusiones ...................................................................................................... 26 3. Desarrollo de idea de negocio ...................................................................................... 27 3.1. Mapa de características ....................................................................................... 28 3.2. Tecnología utilizada ........................................................................................... 29 3.3. Primer Minimum Viable Product ......................................................................... 32 3.4. Segundo Minimum Viable Product ...................................................................... 39 3.5. Mercadotecnia y difusión .....................................................................................47 4. Diálogos .................................................................................................................... 48 4.1. Estado del arte .................................................................................................... 48 4.2. Uso de diálogos realizado en el primer MVP ........................................................ 53 4.3. Diseño y desarrollo de un Gestor de Diálogos ........................................................ 61 4.4. Alternativas de Voz ............................................................................................ 66 4.5. Implementación de voz ....................................................................................... 69 4.6. Estilo de diálogo .................................................................................................. 72 4.7. Interacción ......................................................................................................... 78 4.8. Internacionalización del diálogo .......................................................................... 83 4.9. Conexión con Instagram ..................................................................................... 84 5. Demos en Unity ......................................................................................................... 88 5.1. Estilos de texto ................................................................................................... 89 5.2. Opciones ............................................................................................................. 91 5.3. Sistemas secundarios .......................................................................................... 92 6. Conclusiones ............................................................................................................. 94 5 "Frozen Out", videojuego de aventura gráfica 3D. Diseño y uso de los diálogos 7. Trabajo futuro ............................................................................................................ 95 Bibliografía ...................................................................................................................... 96 Índice de figuras................................................................................................................ 98 Índice de tablas ................................................................................................................ 101 Anexo I: Partida guiada de segundo MVP de Frozen Out .................................................... 102 Anexo II: Diagrama de diálogos completo ......................................................................... 107 6 7 "Frozen Out", videojuego de aventura gráfica 3D. Diseño y uso de los diálogos 1. Introducción Los videojuegos constituyen una industria en constante crecimiento y con unos beneficios que llegan a superar los del cine, solo en 2019 en España la industria del videojuego facturó un total de 1.479 millones de euros [1]. El desarrollo de un videojuego comprende una gran variedad de habilidades y tipos de profesionales debido a la inclusión e integración de diferentes recursos necesarios para llevar a cabo un proyecto de este tipo, de modo que es capaz de juntar personas provenientes de un amplio ámbito, especialmente diseñadores, escritores, informáticos, animadores, así como líderes de proyecto, entre otros. Además, ofrece un entorno real para poner en práctica conocimientos dados durante la titulación, sobre todo en cuestiones de integración, organización, rendimiento y gestión de proyectos. Son también necesarias las habilidades de trabajo en equipo para colaborar con distintas personas, pudiendo también perfeccionar de forma práctica las capacidades de liderazgo y dirección de un proyecto con salida al mercado. Este trabajo de fin de grado abarca el proceso de creación de un videojuego independiente1, cubriendo desde la concepción de la idea original, la evaluación de mercado de esta idea, el desarrollo de dos productos mínimos viables2 (Minimum Viable Product o MVP por sus siglas en inglés) y las pruebas reales con público objetivo del resultado de cada MVP. Como parte de un proyecto en equipo también se indagará con más detalle en los aspectos
Recommended publications
  • Cole, Tom. 2021. ”Moments to Talk About”: Designing for the Eudaimonic Gameplay Experience
    Cole, Tom. 2021. ”Moments to Talk About”: Designing for the Eudaimonic Gameplay Experience. Doctoral thesis, Goldsmiths, University of London [Thesis] https://research.gold.ac.uk/id/eprint/29689/ The version presented here may differ from the published, performed or presented work. Please go to the persistent GRO record above for more information. If you believe that any material held in the repository infringes copyright law, please contact the Repository Team at Goldsmiths, University of London via the following email address: [email protected]. The item will be removed from the repository while any claim is being investigated. For more information, please contact the GRO team: [email protected] “Moments to Talk About”: Designing for the Eudaimonic Gameplay Experience Thomas Cole Department of Computing Goldsmiths, University of London April 2020 (corrections December 2020) Thesis submitted in requirements for the degree of Doctor of Philosophy Abstract This thesis investigates the mixed-affect emotional experience of playing videogames. Its contribution is by way of a set of grounded theories that help us understand the game players’ mixed-affect emotional experience, and that support ana- lysts and designers in seeking to broaden and deepen emotional engagement in videogames. This was the product of three studies: First — An analysis of magazine reviews for a selection of videogames sug- gested there were two kinds of challenge being presented. Functional challenge — the commonly accepted notion of challenge, where dexterity and skill with the controls or strategy is used to overcome challenges, and emotional chal- lenge — where resolution of tension within the narrative, emotional exploration of ambiguities within the diegesis, or identification with characters is overcome with cognitive and affective effort.
    [Show full text]
  • Balasko-Mastersreport-2020
    The Report Committee for Alexander Balasko Certifies that this is the approved version of the following report: An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre APPROVED BY SUPERVISING COMMITTEE: Supervisor: _____________________________________ James Buhler _____________________________________ Bryan Parkhurst An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre by Alexander Balasko Report Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Master of Music The University of Texas at Austin May 2020 An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre Alexander Balasko, M.Music The University of Texas at Austin, 2020 Supervisor: James Buhler As the field of ludomusicology has grown increasingly mainstream within music studies, a methodological trend has emerged in discussions of genre that privileges the formal attributes of game sound while giving relatively little attention to aspects of its production. The problems with this methodological bent become apparent when attempting to discuss the independent (“indie”) game genre, since, from 2010-2020 the indie game genre underwent a number of significant changes in aesthetic trends, many of which seem incoherent with one another. As such, the indie genre has received relatively little attention within the ludomusicological literature despite its enormous impact on broader gaming culture. By analyzing the growth of chiptune aesthetics beginning in 2008 and the subsequent fall from popularity towards 2020, this paper considers how a satisfying understanding of the indie game genre can be ascertained through its material cultures, rather than its aesthetics or gameplay.
    [Show full text]
  • Arquitectura Y Videojuegos. Creación O Disolución De Barreras
    ARQUITECTURA Y VIDEOJUEGOS CREACIÓN O DISOLUCIÓN DE BARRERAS Alumno: Carlos Díez Fornes Tutor: Guillermo Guimaraens Igual Escuela: Escuela Técnica Superior de Arquitectura Titulación: Grado en Fundamentos de la Arquitectura Curso Académico: 2019-2020 VIDEOJUEGOS DESDE UNA PERSPECTIVA ARQUITECTÓNICA AGRADECIMIENTOS Mis más sinceros agradecimientos a mi madre, por su infinita pacien- cia y por acompañarme a lo largo del bonito camino que ha supuesto el presente trabajo de investigación y por ser un ejemplo de persona en sí misma. PRESS START! 1 PLAYER 2 PLAYER Videojuegos desde una perspectiva arquitectónica ÍNDICE 1. Resumen ....................................................................................................... 7 2. Introducción ................................................................................................. 9 3. Objetivos ...................................................................................................... 10 4. Fases y métodos ........................................................................................... 11 5. Estado de la cuestión.................................................................................... 14 6. Fundamentación teórica .............................................................................. 15 6.1. El mercado de los videojuegos ................................................... 15 6.2. Breve historia de los videojuegos................................................... 18 7. Del juego al proyectar arquitectónico .........................................................
    [Show full text]
  • Videogame Tourism: Spawning the Digital Into the Physical Realm in the British Isles
    University of Wisconsin Milwaukee UWM Digital Commons Theses and Dissertations December 2020 Videogame Tourism: Spawning the Digital into the Physical Realm in the British Isles Heather Rebecca Brinkman University of Wisconsin-Milwaukee Follow this and additional works at: https://dc.uwm.edu/etd Part of the Social and Cultural Anthropology Commons Recommended Citation Brinkman, Heather Rebecca, "Videogame Tourism: Spawning the Digital into the Physical Realm in the British Isles" (2020). Theses and Dissertations. 2467. https://dc.uwm.edu/etd/2467 This Dissertation is brought to you for free and open access by UWM Digital Commons. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of UWM Digital Commons. For more information, please contact [email protected]. VIDEOGAME TOURISM: SPAWNING THE DIGITAL INTO THE PHYSICAL REALM IN THE BRITISH ISLES by Heather R. Brinkman A Dissertation Submitted in Partial Fulfillment of the Requirements for Degree of Doctor of Philosophy in Anthropology at The University of Wisconsin-Milwaukee December 2020 ABSTRACT VIDEOGAME TOURISM: SPAWNING THE DIGITAL INTO THE PHYSICAL REALM IN THE BRITISH ISLES by Heather R. Brinkman The University of Wisconsin-Milwaukee, 2020 Under the Supervision of Professors W. Warner Wood and Thomas M. Malaby Video game tourism is in its infancy but growing in popularity. This dissertation is an anthropological study of gamers’ attempts to interact with the physical environments in Scotland that influenced the virtual landscapes to which they have an emotional connection. Seven of the locations I identified as potential field sites provided some form of ethnographic material. I traveled with gamers to these seven sites.
    [Show full text]
  • The Hoot – April 2020
    THE HOOT Volume 3 April 2020 Traveling to Italy By Lauren Savina This past February, I did something that I have never done before in my life. It was a time darkened by anxiety and nervousness, but excitement and curiosity shined through. During February vacation, I had the wonderful opportunity to join the Latin program on a trip to Italy. Although I am not a part of the Latin program, and do not take Latin as a language, I was still intrigued on what the trip had to offer such as guided tours of Roman historical sites, exploring the cities of Rome, Naples, and Sorrento, and having the chance to live like a real Italian. This life changing trip gave me memories and experiences that have changed my perspective on the world outside of the United States. On February 27, the Italy group took an epic trip to hike Mt. Vesuvius. On the way up, it was astonishing how you could see how brittle and bent back the trees were from the volcano erupting 2,000 years ago. Hiking up the volcano was probably one of the most difficult tasks I have done, because it was a very steep trail. Along the way, there was snow piled up on the rocks and dirt from how high the altitude of the volcano was. The tiresome and strenuous hike was worth it because of the beautiful view of the city of Naples down below. It was a gorgeous view of Naples with a sight of the sparkling sea. Not only were we looking from the top of Mt.
    [Show full text]
  • The Archive for the Archaeology of the Mediterranean World Volume 4 (2013)
    The Archive for The Archaeology of the Mediterranean World Volume 4 (2013) William R. Caraher University of North Dakota New Archaeology of the Mediterranean World by William R. Caraher is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. 2013 Title Date Views Per Day Page Man Camps in May: Some More Observations 5/20/13 2,185 10.21 243 The Real and Imagined Mount Athos 12/11/13 133 14.78 540 MOOCs at the University of North Dakota 12/12/13 107 13.38 542 The Archaeology of Religion and Culture in Late Antique Greece 11/26/13 126 5.25 519 Some Thoughts on Digital Dissertations 7/29/13 713 4.95 347 Does a University Need a Library? 9/24/13 277 3.18 436 Three Dimensional Imaging in Mediterranean Archaeology: A Short Introduction to a Blog Project 9/5/13 323 3.05 414 Ten Tips for a New Graduate Student 4/25/13 702 2.94 202 An Open Letter to our new Provost and Dean 8/19/13 341 2.77 385 Does a University Need a Library: A Response to a Response 9/25/13 167 1.94 438 Three-Dimensional Modeling in Mediterranean Archaeology: An Open Invitation 7/24/13 275 1.85 340 A New Article on 3D Imaging in Archaeology 7/22/13 268 1.77 336 Imagined Battlefields on the Dakota Prairie 10/13/13 120 1.76 460 Teaching Thursday: Five Tips for Every College Student 8/29/13 172 1.52 401 Fitness and the Archaeologist 8/12/13 185 1.42 372 Writing the past in photographs 10/7/13 102 1.38 452 Some 3D Models from Cyprus 7/23/13 187 1.25 338 iPads in the Field and Reflections on Archaeology’s Digital Future 5/24/13 236 1.12 250 Managing Archaeological
    [Show full text]