Chapter 8 Conclusions and Future Work

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Chapter 8 Conclusions and Future Work

This chapter contains the translation of Chapter 6.

The main objective of this project is to design and create a tool to be used in the Unity game engine with the main purpose of providing a catalog of C sharp components for making enemy behaviours. This tool should be easy to pick up for any kind of person that wishes to make a 2D video-game, no matter their programming experience. The components of this catalog shall be customizable, easily addable and even mixable together to create brand new behaviours. Thus, to achieve that goal the components must follow the principles of code abstraction, as well as object oriented programming.

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To make this catalog of components, the first step is to design it. As was explained in the 3rd Chapter, using Bright (2014)’s article and considering the general utility of this study when designing enemy behaviours, the tool was designed as an implementation that serves the same purpose: to create enemies for 2D video games. The implementation of these components means that both the movement and sensor components needs to be implemented, as well as the internal structure that manages all the dependencies in such a way that the user only needs to handle each component without worrying about the rest. During the development of this implementation, eleven movement components, three sensors and several internal classes that are explained in Chapter 4 were created.

The testing with final users reveals some positive data for this catalog of components. The data is homogeneous although given the variety of profiles and levels of experience, which shows the potential of this tool. The design of this catalogue is satisfactory, and it helps solve a necessity for the retro developers community. Nonetheless, there are some aspects of this tool that needs polishing as they might be frustrating for the final user, for example the names of the components needs to be changed, new components could be added that could enrich this catalog and create a clear and straightforward documentation about the components.

8.1 Future work

During the testing with users, that hardly lasted a week, the work of various months was put to test. Every session, consisting of 40 minutes each, gave me feedback and ideas for another several months, improving the tool and making it easier to use. In the following paragraphs, we will go through the ones I’ve considered more important for the future of this tool.

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This tool is integrated in the game engine Unity, but it could be even better by adding a custom editor. A recurring, yet interesting idea is that the tool should be an emergent window in which you can select the components that you wish to add, as in Construct 3. That way, we can strengthen the accessibility of this tool, because in said selection window one could have much more freedom to create enemies rather than the tool being integrated in Unity. Another positive point of having an emergent window is that you can customise it, and add functionalities such as a way to control that the player does not add two components that does not work well together in order to avoid unnecessary confusion.

It is mandatory that the current naming of the components is reworked, creating a new group of games that suits better the expected movements. Furthermore, the public attributes of the behaviours needs some tuning, adding elements that make an extra com- plexity layer. For instance, it is correct that a follower enemy follow the player by default but there should exist an option that, when toggled on, displays more complex options such as adjust some extra movement parameters or add new options to certain components.

Finally, the project works design-wise in the current implementation. However, thanks to its organisation based on components the project is easily extendable with new move- ment behaviours, as well as the opportunity to add attack components like classic 2D attacks such as projectile shots, throw objects around or even spawning new enemies that may work in their own ways with this tool. There is certainly room for improvement with this project, and an excellent starting point is the Bright (2014) article, described in the 2nd Chapter that has a huge catalogue that can be integrated in this project.

 

 

The world of video games has undergone a remarkable journey from its humble beginnings to becoming a global cultural phenomenon. The evolution of technology has played a pivotal role, enabling the creation of increasingly sophisticated and immersive gaming experiences that captivate diverse audiences. From simple pixelated games to complex virtual worlds, the industry has continually pushed boundaries, transforming video games into a multifaceted form of entertainment, art, and social interaction.

The cultural impact of video games is undeniable, shaping not only entertainment but also influencing how we connect, communicate, and express ourselves. The rise of online gaming communities and the emergence of esports highlight the social and competitive aspects that have become integral to the gaming experience.

As the industry moves forward, several trends and challenges are likely to shape its trajectory. The continued advancement of technology, including virtual reality, augmented reality, and artificial intelligence, holds the potential to redefine gaming experiences further. The exploration of new narrative techniques, artistic styles, and gameplay mechanics will contribute to the ongoing diversification of the medium.

Addressing issues such as inclusivity, diversity, and ethical considerations will be crucial to ensuring that the gaming community remains accessible and welcoming to people from all walks of life. Striking a balance between innovation and responsibility will be essential as the industry navigates potential controversies and societal concerns.

The future of video games extends beyond entertainment, with applications in education, healthcare, and various other fields. Gamification, serious games, and virtual simulations are already being utilized for learning and training purposes, showcasing the versatility and potential societal impact of interactive digital experiences.

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