Fantastiska Spelmekaniker Och Var Man Hittar Dem En Utforskning Av Unika Designm¨Ojligheter Inom Fysikbaserade Videospel

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Fantastiska Spelmekaniker Och Var Man Hittar Dem En Utforskning Av Unika Designm¨Ojligheter Inom Fysikbaserade Videospel Fantastiska spelmekaniker och var man hittar dem En utforskning av unika designm¨ojligheter inom fysikbaserade videospel Kandidatarbete inom Data- och Informationsteknik AKE˚ ANDERSSON THOMAS JONSSON DAMGAARD ALGOT NILSSON ANNA ROMEBORN RAZMUS STRANDELL Instutitionen f¨or Data- och Informationsteknik Chalmers Tekniska Hogskola¨ Gothenburg, Sweden 2018 Kandidatarbete DATX02-18-42 Fantastiska spelmekaniker och var man hittar dem En utforskning av unika designm¨ojligheter inom fysikbaserade videospel AKE˚ ANDERSSON THOMAS JONSSON DAMGAARD ALGOT NILSSON ANNA ROMEBORN RAZMUS STRANDELL Instutitionen f¨or Data- och Informationsteknik Chalmers Tekniska Hogskola¨ G¨oteborg, Sweden 2018 Fantastiska spelmekaniker och var man hittar dem En utforskning av unika designm¨ojligheter inom fysikbaserade videospel AKE˚ ANDERSSON THOMAS JONSSON DAMGAARD ALGOT NILSSON ANNA ROMEBORN RAZMUS STRANDELL c Ake˚ Andersson, Thomas Jonsson Damgaard, Algot Nilsson, Anna Romeborn, Razmus Strandell, 2018. Handledare: Staffan Bj¨ork, Inst. f¨or Data- och Informationsteknik Examinator: Olof Torgersson, Inst. f¨or Data- och Informationsteknik Kandidatarbete DATX02-18-42 Instutitionen f¨or Data- och Informationsteknik Chalmers Tekniska H¨ogskola 412 96 G¨oteborg Telefon +46 31 772 1000 Omslagsbild: En kombinationsbild av de fem minispel som har utvecklats under projektets g˚ang. Institutionen f¨or Data- och Informationsteknik Chalmers Tekniska H¨ogskola G¨oteborg, Sweden 2018 Sammandrag Syftet med detta projekt har varit att utforska designm¨ojligheter i vi- deospel baserade p˚afenomen fr˚ans¨allan anv¨anda fysikomr˚aden.F¨or att hitta intressanta outforskade fysikomr˚adensom skulle kunna anv¨andas har en dokumentation av tidigare spel skapats, varefter en analys av de- ras fysikanv¨andning har utf¨orts. D¨arefter gjordes en kartl¨aggning av des- sa, vilken anv¨andes f¨or att hitta de olika fysikomr˚adenasom vi ville ut- forska. F¨or att n˚aprojektets syfte har fem egna implementationer i form av minispel skapats, d¨ar fenomen fr˚ande olika fysikomr˚adenavi valt att utforska lyfts fram som den centrala spelmekaniken. Dessa fem minispel utforskar str˚aloptik,kvantfysik, lagrangesk mekanik, relativitetsteori, och str¨omningsmekanik. Spelid´eersom utforskar fyra andra fysikomr˚adenut- vecklades ¨aven, utan motsvarande implementationer. Dessa fysikomr˚aden ¨ar kretsl¨ara, elektriska f¨alt, elektromagnetism, och fourieroptik. Implemen- tationerna visar att det finns mindre utforskade fysikomr˚adenatt skapa in- tressant gameplay kring. Dock visar projektet att anv¨andningsm¨ojligheten med de olika fysikomr˚adenavarierar. St¨orst potential ses i relativitetsteori och kvantfysik; d¨ar finns fenomen som inspirerar till sp¨annande nya me- kaniker. V˚arslutsats ¨ar d¨armed att det finns designm¨ojligheter i att ¨aven utnyttja s¨allan anv¨anda fysikaliska fenomen i videospel. Abstract The purpose of this project has been to explore possibilities in the design of video games based on phenomena from seldom used areas of physics. To find interesting, seldom used areas of physics that could potentially be used, a documentation of previously existing games was created. After that, an analysis was made of their use of physics. A mapping of the- se results was then created, which was used to find the different areas of physics we wanted to explore. To achieve the purpose of the project, five mini-games have been created. Phenomena from the areas of phy- sics chosen to explore were highlighted as the central game mechanics in each of these games. These physics explored in these games are optics, quantum physics, lagrangian mechanics, the theory of relativity, and fluid mechanics. Ideas for games exploring four other areas of physics were also developed, without any resulting implementations. These areas are circuit theory, electric fields, electromagnetism, and fourier optics. These imple- mentations show that there exist less explored areas of physics that can be utilized to create interesting gameplay. The degree of possible utilization, however, varies between areas of physics. The greatest potential is seen in the theory of relativity and quantum physics; these contain phenomena that inspires the emergence of new exciting mechanics. We conclude that there exist possibilities to utilize seldom used areas of physics in the design of video games. iv Tack till F¨orst och fr¨amst vill vi ge ett stort tack till v˚arhandledare Staffan Bj¨ork f¨or hans inspiration och hj¨alp under hela projektets g˚ang.Han har ˚aktmellan tv˚acampus f¨or v˚arskull och har haft mycket att s¨aga f¨or att v¨agleda oss i designprojektens tidigare obekanta v¨arld. Vi vill ¨aven tacka alla som har testat v˚araspel och gett v¨ardefull feedback. Det gav oss m¨ojligheten att se dem i ett nytt ljus och genomf¨ora viktiga f¨orb¨attringar. Tack! Ake,˚ Thomas, Algot, Anna och Razmus G¨oteborg, Maj 2018 Inneh˚all 1 Introduktion 1 1.1 Syfte . .1 1.2 Avgr¨ansningar . .1 2 Bakgrund 2 2.1 Fotbollsspel . .2 2.1.1 Slutsats fr˚anobservationerna . .2 2.2 Pusselspel . .3 2.2.1 Slutsats fr˚anobservationerna . .4 2.3 First Person Shooter (FPS) . .4 2.3.1 Slutsats fr˚anobservationerna . .6 2.4 Racingspel . .6 2.4.1 Slutsats fr˚anobservationerna . .7 2.5 Plattformsspel . .7 2.5.1 Slutsats fr˚anobservationerna . .8 2.6 Action-Adventure . .8 2.6.1 Slutsats fr˚anobservationerna . .9 2.7 Olika fysikomr˚adeni videospel . .9 2.7.1 Mekanik dominerar spelbranschen . .9 2.7.2 Optik anv¨ands som pussel inom videospel . .9 2.7.3 Aerodynamik bidrar till en b¨attre realism p˚adetaljniv˚a . 10 2.7.4 Brist p˚aanv¨andning av kvantfysik i spelbranschen . 10 2.7.5 En avsaknad av relativistiska effekter i videospel . 11 2.7.6 Spelmarknaden attraheras inte av elektromagnetism . 12 3 Teori 12 3.1 MDA (Mechanics-Dynamics-Aesthetics) . 12 3.2 Newtonsk mekanik . 13 3.3 Relativitetsteori . 13 3.3.1 Speciell relativitetsteori . 13 3.3.2 Allm¨an relativitetsteori . 14 3.4 Str¨omningsmekanik . 14 3.5 Kvantfysik . 15 3.6 Lagranges ekvationer . 16 3.7 Optik . 16 3.7.1 Str˚aloptik. 16 3.7.2 Fourieroptik . 17 3.8 Kretsl¨ara ......................................... 18 3.9 Elektromagnetism . 19 4 Genomf¨orande 20 4.1 Tidsplanering och ¨oversikt . 20 4.2 Dokumentation och analys . 21 4.3 Mjukvaruutveckling . 22 4.4 Framtagande av spelid´eer . 22 4.5 Implementering av minispelen . 23 4.5.1 Utvecklingen av Spacetimewar . 23 4.5.2 Utvecklingen av Hydrocurve . 24 4.5.3 Utvecklingen av Tic Tac Ket . 25 4.5.4 Utvecklingen av Lagom Action . 26 4.5.5 Utvecklingen av A Maze in Light . 28 vi 5 Resultat 31 5.1 Implementationer . 31 5.1.1 Spacetimewar . 31 5.1.2 Hydrocurve . 32 5.1.3 Tic Tac Ket . 34 5.1.4 Lagom Action . 35 5.1.5 A Maze in Light . 37 5.2 Ej fullst¨andigt implementerade spelprototyper . 38 5.2.1 Kretsl¨ara ..................................... 38 5.2.2 Elektriska f¨alt................................... 38 5.2.3 Elektrofall - The Electro Game . 40 5.2.4 Fourieroptik . 41 5.3 Kartl¨aggning . 41 5.4 V˚araobservationer om m¨ojligheten att anv¨anda fysik i spel . 42 5.4.1 M¨ojligheten att anv¨anda relativitetsteori f¨or gameplay . 42 5.4.2 M¨ojligheten att anv¨anda str¨omningsmekanik f¨or gameplay . 43 5.4.3 M¨ojligheten att anv¨anda kvantfysik f¨or gameplay . 43 5.4.4 M¨ojligheten att anv¨anda Lagrangeformalismen f¨or gameplay . 44 5.4.5 M¨ojligheten att anv¨anda str˚aloptikf¨or gameplay . 44 6 Diskussion 45 6.1 Diskussion av resultat . 45 6.1.1 Diskussion av analysen av tidigare spel . 45 6.1.2 Diskussion av Spacetimewar . 45 6.1.3 Diskussion av Hydrocurve . 46 6.1.4 Diskussion av Tic Tac Ket . 46 6.1.5 Diskussion av Lagom Action . 47 6.1.6 Diskussion av A Maze in Light . 47 6.1.7 Diskussion av ej implementerade spelprototyper . 48 6.2 Diskussion av genomf¨orande . 49 6.2.1 Diskussion av dokumentation och analys . 49 6.2.2 Diskussion av mjukvaruutveckling . 49 6.2.3 Diskussion av avgr¨ansningar . 50 6.2.4 Diskussion av utvecklingen av specifika implementationer . 50 6.3 Validitet och generaliserbarhet . 52 6.4 Etiska och samh¨alleliga aspekter . 52 6.5 Framtida arbete . 53 7 Slutsatser 53 Bilaga A Dokumentation ¨over tidigare spel 62 A.1 Pusselspel . 62 A.1.1 Portal . 62 A.1.2 Bridge Builder . 62 A.1.3 Crayon Physics Deluxe . 62 A.1.4 Peggle . 63 A.1.5 Monster Strike . 63 A.1.6 The Talos Principle . 63 A.1.7 The Incredible Machine . 64 A.1.8 The Quantum Game . 64 A.2 Fotbollsspel . 64 A.2.1 Pele's Soccer . ..
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