Essays about: "developing a games"

Showing result 1 - 5 of 126 essays containing the words developing a games.

  1. 1. A Language for Board Games – Development of an Embedded Domain-Specific Language for Describing Board Games

    University essay from Göteborgs universitet/Institutionen för data- och informationsteknik

    Author : Edvin Alestig; Joel Ericson; Erik Eriksson; Lukas Schiavone; Filip Torphage; Joakim Tubring; [2023-03-03]
    Keywords : DSL; domain-specific languages; Haskell; functional programming; board games; game theory; domänspecifika språk; funktionell programmering; brädspel; spelteori;

    Abstract : In recent years board games have increasingly found themselves in the digital medium. One way to enable easier creation of digital board games is to create a domainspecific language (DSL) for that purpose. This thesis details the process of developing an embedded DSL for describing board games with Haskell as its host language. READ MORE

  2. 2. Exploring procedural generation of planets : Developing a tool to create spherical worlds

    University essay from Malmö universitet/Fakulteten för teknik och samhälle (TS)

    Author : Filip Tripkovic; [2023]
    Keywords : Procedural Content Generation; PCG; Planet; World; Sphere; Terrain; Noise; Unity; Editor; Designer; Tool; Game Development;

    Abstract : If you want procedurally generated content in your games, you often have to rely on your own ability to develop the desired tools. This can be limiting for newer game developers, leading to certain types of gameplay not being considered when designing games. READ MORE

  3. 3. Improving player experience using Flow in Tower Defense game Daidala : A case study on improving Flow according to Sweetser & Wyeth's GameFlow criteria

    University essay from Uppsala universitet/Institutionen för speldesign

    Author : Mario Palleschi; Isak Larsson; [2023]
    Keywords : Flow; GameFlow; Quality Assurance; Qualitative Comparative Analysis; Research through Design;

    Abstract : Using a Research through Design approach, this research aims to utilize the criteria of Flow outlined by Csikszentmihályi in Flow: The Psychology of Optimal Experience (2014) and later adapted to videogames by Sweetser & Wyeth in GameFlow: a model for evaluating player enjoyment in games (2005) to improve the Tower Defense game Daidala by increasing players’ time spent in a state of Flow. This serves to provide future game designers with an example of how this model and these concepts can be applied when designing and developing a game. READ MORE

  4. 4. Creating helpful and motivating motion games for active breaks in a sedentary work environment

    University essay from Linköpings universitet/Institutionen för datavetenskap

    Author : Daniel Norström; [2023]
    Keywords : exergaming; HCI; games for health; mediapipe; godot;

    Abstract : One major issue that office workers face in their daily lives is a large amount of sedentary behavior. To help alleviate this, researchers at Linköping University are developing a collection of motion games to create natural and motivating active breaks named Liopep. READ MORE

  5. 5. TOWARDS GENRE TAILORED HEURISTICS FOR VISUAL NOVELS : What problems present in visual novels does existing heuristics fail to address?

    University essay from Högskolan i Skövde/Institutionen för informationsteknologi

    Author : Sofie Lundberg; [2023]
    Keywords : Visual Novels; Heuristic Evaluation; Games User Experience; Evaluation Methods;

    Abstract : This paper can be seen as a first step towards developing genre tailored heuristics for visual novels. The focus being visual novels come from the fact that it is a genre of games that is growing in popularity globally. READ MORE