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dc.contributor.authorJergéus, Erik
dc.contributor.authorFornmark, Maria
dc.contributor.authorArfvidsson Nilsson, Max
dc.contributor.authorKjesbu Drøsshaug, Sigbjørn
dc.contributor.authorOlsson, Simon
dc.contributor.authorKarlsson, Tobias
dc.date.accessioned2020-10-30T09:41:07Z
dc.date.available2020-10-30T09:41:07Z
dc.date.issued2020-10-30
dc.identifier.urihttp://hdl.handle.net/2077/66889
dc.description.abstractIn 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.sv
dc.language.isoengsv
dc.subjectflocking behavioursv
dc.subjectaggregationssv
dc.subjectvideo-gamesv
dc.subjectstrategysv
dc.subjectprocedural generationsv
dc.subjecthumansv
dc.subjectsimulationsv
dc.subjectunitysv
dc.titleFlock O’ War - A Procedural Strategy Game Based on Real-Time Flocking Behavioursv
dc.typetext
dc.setspec.uppsokTechnology
dc.type.uppsokM2
dc.contributor.departmentGöteborgs universitet/Institutionen för data- och informationsteknikswe
dc.contributor.departmentUniversity of Gothenburg/Department of Computer Science and Engineeringeng
dc.type.degreeStudent essay


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