National Repository of Grey Literature 30 records found  1 - 10nextend  jump to record: Search took 0.01 seconds. 
Top Down hra s prvky RPG
Heřmann, Pavel ; Bambušek, Daniel (referee) ; Milet, Tomáš (advisor)
The aim of the work is to create a 2D game with RPG elements using the Unity game engine. Collected powerups can be used to fulfill the RPG elements, modifying the character's behaviour. To enrich the game experience, several procedural generation methods are used to create game levels. This thesis describes the design and implementation explaining all three procedural generation methods namely: cellular automata, L-system generating building floor plans and grammar generating graph structure. Furthermore, several algorithms are used to generate the maps: the Bresenham algorithm, BFS, Kruskal algorithm to generate paths between rooms, dilation and random walk algorithm to generate the rooms of the map. Also discussed are other systems that take care of the proper functioning of the game, such as: a save system using JSON format, a combat system using Unity collision elements, boss design and implementation, character movement, and a system for upgrading the player character's abilities. The result is a fully functional game in which the player can visit three different types of maps, collect and then use various upgrades, fight enemies and save their progress.
Game in Unity
Zahálka, David ; Vlnas, Michal (referee) ; Starka, Tomáš (advisor)
This final thesis focuses on the development of a 2D rogue-like computer game in the style of Vampire Survivors, featuring procedural elements. The game is implemented using the Unity game engine. The game map is procedurally generated using Perlin noise and cellular automata.
The Scar
Sláma, Matěj ; Nytra, Martin (referee) ; Mazanec, Martin (advisor)
Diploma thesis Scar is a short film about the fictional history of the found „monument“. In the animated film, I examine the context and meaning of the „monument“ in a virtual environment that I created based on visual documentation and mapping of specific places that I explored during my expeditions through the urban landscape of Brno and The Hague. These are mainly „lost“ spaces (also referred to as vague terrain or no man's land), which inspired me to create my own visual map of my urban explorations. The starting point of the work is personal lived experience, which I reflect by documenting places, creating 3D objects and manipulating 3D scans of „lost“ spaces with elements of computer games. In the resulting film, the viewer follows a guide–walk through a virtual environment where objective reality is intentionally blended with a fictional world built on the author's imagination.
Implementation of a computer game with themes of board and card games
Haraším, Richard ; Strouhal, Jonáš (referee) ; Vaněk, Vojtěch (advisor)
Thesis presents the design and implementation of a demo version of a roguelite-style computer game that combines elements of board and card games. The thematic focus is on the treatment of purgatory and the phenomenon of mutations. The author explores the possibilities of adapting the genre to new approaches. In particular, issues of automation and procedural environments. Based on his previous work, the author focuses on working with 2D graphics and specific game mechanics. The visuals will work with a dark to horror atmosphere and aesthetic. The goal is to present the complete process of creating a computer game and present a working demo. Part of the overall vision of the project is to design the marketing strategy, business model and how to complete the game into a full version.
Web Game Portal
Kubíček, Martin ; Křivka, Zbyněk (referee) ; Burget, Radek (advisor)
The subject of this thesis is the design and reconstruction of the already existing ImmortalFighters web portal system. The thesis analyses in detail the current system in order to prevent errors right from the start of the proposed changes in design. As part of the proposed change, a new database and a new site structure were created. The nature and logic of the Dungeons & Dragons fantasy game and the possibility of using modern object-oriented technology for use in the web-based versions were explored. An analysis was made of possible technologies that are or have the capability of object-oriented design, and could therefore be used for the actual implementation. The most suitable technology was then chosen for this according to very clearly defined criteria. The work also presents the proposed changes that arise from analysis and personal experience accumulated from a long-term presence on the web portal. The practical part of the proposal is done using special technology - the Symfony 2 and Doctrine 2 PHP frameworks of an object-relational model, so that significant improvement and fundamental differences as compared the current solutions were clearly seen.
Map Generator for Fantasy RPG
Pagáč, Antonín ; Charvát, Lukáš (referee) ; Smrčka, Aleš (advisor)
The aim of this work is to develop a generator of maps used in fantasy role-playing games. The issues of map processing and map creation in real world are described. The work also discuss a number of approaches to map generation in computer games, mind games or board games. Next, a program based on generation of Voronoi diagram is presented, which serves as map creation software. The generator has the means to place objects on map randomly, using user commands, or place objects to specific place using graphical user interface. Generator is implemented in Javascript, which enables the program to be run in web browser on many different devices.
Key Differences Between Japanese and Western Video Games
Agazhanova, Anara ; Rujbrová, Šárka (referee) ; Krhutová, Milena (advisor)
Tato práce se zaměřuje na identifikaci rozdílů stejně jako nalezení podobností v prvcích designu role-playing videoher. Rozdíly mezi západními a japonskými role-playing hrami ilustrují, jak kulturní aspekty ovlivňují proces vývoje her. Teoretická sekce práce se zaměřuje na základní principy japonského umění, jeho formy a estetiku, což jsou faktory, které stojí za současnou japonskou herní tvorbou. Je popsán jedinečný charakter japonských her ve srovnání s hrami v západním stylu, stejně jako důvody vedoucí k těmto rozdílům. Tři RPG herní tituly jsou porovnány z hlediska uživatelského rozhraní, grafického designu a vlastností postav.
Unity Game with RPG Mechanics
Svatý, David ; Karas, Matej (referee) ; Vlnas, Michal (advisor)
The work deals with the development of a RPG game using the Unity development engine. Its goal is to highlight individual aspects of game development and present the resulting work. The game is of the fantasy genre, is in a top-down perspective, contains RPG mechanics in the form of upgradeable player attributes, has a procedurally generated environment and artificial intelligence to control non-playable characters. The chapters present theoretical knowledge, algorithms and mechanics used in game development, as well as game design and a detailed description of the final implementation of the application.
The Scar
Sláma, Matěj ; Nytra, Martin (referee) ; Mazanec, Martin (advisor)
Diploma thesis Scar is a short film about the fictional history of the found „monument“. In the animated film, I examine the context and meaning of the „monument“ in a virtual environment that I created based on visual documentation and mapping of specific places that I explored during my expeditions through the urban landscape of Brno and The Hague. These are mainly „lost“ spaces (also referred to as vague terrain or no man's land), which inspired me to create my own visual map of my urban explorations. The starting point of the work is personal lived experience, which I reflect by documenting places, creating 3D objects and manipulating 3D scans of „lost“ spaces with elements of computer games. In the resulting film, the viewer follows a guide–walk through a virtual environment where objective reality is intentionally blended with a fictional world built on the author's imagination.
The Phenomenon of RPG
BARFUS, Karel
The bachelor thesis deals with the phenomenon of tabletop RPGs. In the form of qualitative research, it explores topics identified in participatory observations and interviews with players. These topics include atmosphere, imagination, relationships between players and game characters and their mutual influence. Next, memories and experiences mentioned by respondents in relation to playing RPGs are discussed.

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