dc.contributor.author | Wahlström, Andreas | |
dc.contributor.author | Rizk Gustafsson, Anthony | |
dc.contributor.author | Wermensjö, Johan | |
dc.contributor.author | Häggström, Johan | |
dc.contributor.author | Karlsson, Olof | |
dc.contributor.author | Wennergren, Robert | |
dc.date.accessioned | 2015-06-25T12:02:15Z | |
dc.date.available | 2015-06-25T12:02:15Z | |
dc.date.issued | 2015-06-25 | |
dc.identifier.uri | http://hdl.handle.net/2077/39611 | |
dc.description.abstract | In the gaming industry, it has long been popular to combine genres with the aim of
creating games that bring together the best of several worlds. However, there are still
many unexplored combinations with good potential.
This report addresses the planning and development of a game prototype that combines
two game genres, turn-based and real-time strategy. In addition to presenting the results,
the report also discusses the di culties that were encountered and how they were handled.
The prototype contains a working combat system and a basic AI. The prototype is
modular, which means that it is easy for an end user to extend the game with extra content.
Most elements that were considered important from the two genres were implemented, but
there is still room for improvement and further development.
The result is evaluated by means of quality assurance, a process that is commonly used
in the gaming industry. The response has been generally positive, which indicates that
the combination has potential and should be explored further. | sv |
dc.language.iso | swe | sv |
dc.title | Experimentell spelmekanik - Realtidsaction m oter turbaserad strategi | sv |
dc.type | text | |
dc.setspec.uppsok | Technology | |
dc.type.uppsok | M2 | |
dc.contributor.department | Göteborgs universitet/Institutionen för data- och informationsteknik | swe |
dc.contributor.department | University of Gothenburg/Department of Computer Science and Engineering | eng |
dc.type.degree | Student essay | |