Implementação de controle automático de dificuldade em um jogo
Video games have achieved an important space in popular culture and market share since their inception in the 1970s. Because of their interactive essence, video games have a job of balancing its difficulty levels presented to the players to assure a proper and pleasant gaming experience for its cons...
Autor principal: | Zawalski, Gabriel Levis |
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Formato: | Trabalho de Conclusão de Curso (Graduação) |
Idioma: | Português |
Publicado em: |
Universidade Tecnológica Federal do Paraná
2020
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Assuntos: | |
Acesso em linha: |
http://repositorio.utfpr.edu.br/jspui/handle/1/16005 |
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Resumo: |
Video games have achieved an important space in popular culture and market share since their inception in the 1970s. Because of their interactive essence, video games have a job of balancing its difficulty levels presented to the players to assure a proper and pleasant gaming experience for its consumers. The focus of this work if to adapt the difficulty of a game mid playthrough in order to improve the game experience. This problem was tackled by altering a spaceship shooting game’s primary behavior, where the player pushes forward infinitely by facing enemies and dodging their attacks. The game’s difficulty was adjusted by modifying its environment, making the game more difficult, and providing benefits and incentives to the player, encouraging them to keep progressing further. It can be noticed that the alterations did have game experience impacts, making the game more dynamic and interesting, showing that a game becomes more attractive for a player when its difficulty follows the player instead of staying constant. |
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