Expanding Action RPG combat systems
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Abstract
This thesis consists of the design and the implementation of a melee combat system intended for Action RPG-like video games. It focuses on giving the player more options than the existing combat systems while maintaining the fluency of the most dynamic titles. Before diving into the design, the thesis builds a theoretical basis covering the fundamentals of combat systems, along the analysis of four of the most popular melee combat systems that had closer relation to the problem presented. The four games studied for this thesis are: Bloodborne, Nioh, Absolver and For Honor. The analysis of the games consist of a general description of the combat, a deep dive into the mechanics composing the system, a list of aspects affecting cognitive load and a description on what elements made the combat stand out from the others of the same genre. With the knowledge gained, the project will then explain in depth the design process followed. The first part consists of covering initial design choices such as possible approaches or mechanics and setting up the design pillars for the decisions to follow. For the second part, the initial design of the combat system is developed, with an explanation of the system structure, the controls, and the definition of all the mechanics. For the practical part of the project and in order to put the idea to the test, a Unity prototype is developed. The project describes the overall structure of the code by going through the main scripts and covering the different behaviors. As playtesting was being performed during the prototype’s development, changes in the original design are also explained after the prototype. The practical part ends up with the description of the tutorial, implemented to gather specific data from the playtesters. Finally, with the data gathered from the tests and all the feedback received, the project formulates a conclusion on the original intention of the design and explains its future intentions.


