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Att överföra en turordningsbaserad spelprototyp till realtid

ett projekt rörande Victorious Skies och dess utveckling

This project details the process of converting and transferring a turn-based paper prototype to a digital real-time format. The projects goals were to see how well the original feeling could be transferred to real-time and how the transition itself went. The project have been completed with the help of the programmer Mikael Gullberg. The practical part of the project was executed between the dates of 25/4 ? 2/5. This project is a part of the larger project of Victorious Skies. During this project values have been converted and properties from the turn-based paper prototype have been formatted for use in real-time. This has been a very interesting and giving project that has challenged us and presented numerous choices about how we wanted to execute the conversions. The work was organized with the help of a priority list. I have been the one who have had sole responsibility regarding design choices while Mikael Gullberg have provided the necessary programming knowledge needed to convert the prototype to a digital format. The result of this project has been a real-time based digital prototype that is used as Victorious Skies first such prototype. Knowledge has been gathered regarding conversions of this kind by practical testing. The digital prototype is true to the original in such a way that a clear connection could be seen between the two. Though they differ in several key aspects due to the changes the real-time format brought with it.I have been able to arrive at several conclusions during this project. The most important conclusion I have taken is that there is no way that you can keep the exact original feeling as the real-time format just brings too many new factors into play. The formula used to transfer games from turn-based to real-time is not simple and require lots of thought. To be done right, attention must be given to the minute details which makes the process of converting both challenging and entertaining.

Författare

Alexander Mac Oltner

Lärosäte och institution

Högskolan på Gotland/Institutionen för speldesign, teknik och lärande

Nivå:

"Kandidatuppsats". Självständigt arbete (examensarbete ) om minst 15 högskolepoäng utfört för att erhålla kandidatexamen.

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