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Flock O’ War - A Procedural Strategy Game Based on Real-Time Flocking Behaviour

Abstract
In nature, it is common for animals to move together in a cohesive pattern, but without any apparent direction. This is referred to as flocking, herding or schooling etcetera depending on the species. The purpose of this bachelor’s thesis is to investigate whether the basic rules of flocking can be utilised as a gameplay mechanic to create a fun and realistic looking game. To accomplish this, a strategy game with flocking as a key feature was created within the Unity and C# environment. A large focus was put on gameplay elements, such as animations, sound, and visual appearance, for the players to have a more enjoyable experience. The result is an entertaining strategy game for two players where each player is in charge of their own army of troops, that move according to the rules of flocking, battling against each other on a procedurally generated landscape.
Degree
Student essay
URI
http://hdl.handle.net/2077/66889
Collections
  • Kandidatuppsatser
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gupea_2077_66889_1.pdf (15.90Mb)
Date
2020-10-30
Author
Jergéus, Erik
Fornmark, Maria
Arfvidsson Nilsson, Max
Kjesbu Drøsshaug, Sigbjørn
Olsson, Simon
Karlsson, Tobias
Keywords
flocking behaviour
aggregations
video-game
strategy
procedural generation
human
simulation
unity
Language
eng
Metadata
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