Mostra el registre parcial de l'element

dc.contributor.authorMojena Wilce, Yolanda
dc.contributor.otherMontoliu Colás, Raúl
dc.contributor.otherUniversitat Jaume I. Departament d'Enginyeria i Ciència dels Computadors
dc.date.accessioned2018-02-13T11:37:43Z
dc.date.available2018-02-13T11:37:43Z
dc.date.issued2016
dc.identifier.urihttp://hdl.handle.net/10234/172763
dc.descriptionTreball Final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2015-2016ca_CA
dc.description.abstractThis Degree's Final Project is aimed at the development of a Procedural Plot Generationon system in a videogame capable of creating a consistent and interesting narrative which provides the player with a high level of agency while keeping the gameworld alive whether he/she takes part in it or not. The purpose is to generate strong narrative blocks that keep a cohesive flow of events with the world state, but allow the player to have freedom and independence, enabling him/her to establish his own emergent narrative and interact with the plot as desired. The system has been integrated in Out of the Cave (see Appendix I), an action fantasy simulator set in a sandbox in which the player has the freedom of using an established set of mechanics to interact with the world’s objects and entities, which are managed through an ontology. What concerns the ontology of the world and its relationships isn’t the object of this project and will be treated as a black‐box from which the world state is read and modified externally without considering its inner functioning. Plots are procedurally generated from this state, which can be modified by other plots or the player’s interactions. Although Out of the Cave is presented as a sandbox and the generated plots will be adapted to this kind of world, the core of the system could be adapted to other game genres with non‐fixed narratives. This would make possible the creation of narratives with multiple endings, but also multiple beginnings and different plots each time they are played. Creating an unique experience and ensuring replayability are some of the main goals of procedurally generated narrative, and therefore, of this project. The chosen tool for the development of this project has been Unreal Engine, which will be justified in later chapters of this report.ca_CA
dc.format.extent104 p.ca_CA
dc.format.mimetypeapplication/pdfca_CA
dc.language.isoengca_CA
dc.publisherUniversitat Jaume Ica_CA
dc.rights.urihttp://rightsstatements.org/vocab/CNE/1.0/*
dc.subjectGrau en Disseny i Desenvolupament de Videojocsca_CA
dc.subjectGrado en Diseño y Desarrollo de Videojuegosca_CA
dc.subjectBachelor's Degree in Video Game Design and Developmentca_CA
dc.subjectProcedural Narrativeca_CA
dc.subjectPlot Generationca_CA
dc.subjectGame Developmentca_CA
dc.subjectUnreal Engineca_CA
dc.titleProcedural plot generation in videogames to extend the player’s agency in narrativeca_CA
dc.typeinfo:eu-repo/semantics/bachelorThesisca_CA
dc.educationLevelEstudios de Gradoca_CA
dc.rights.accessRightsinfo:eu-repo/semantics/restrictedAccessca_CA


Fitxers en aquest element

Thumbnail

Aquest element apareix en la col·lecció o col·leccions següent(s)

Mostra el registre parcial de l'element