National Repository of Grey Literature 33 records found  previous11 - 20nextend  jump to record: Search took 0.01 seconds. 
Design and Implementation of Survival Computer Game
Kováč, Ondrej ; Polášek, Tomáš (referee) ; Čadík, Martin (advisor)
Táto bakalárska práca sa zameriava na návrh a implementáciu postapokalyptickej survival počítačovej hry s RPG prvkami nazvanej "Beneath the Mushroom Clouds". Práca obsahuje krátky úvod do herného priemyslu a žánrov opisujúcich hru, všeobecný prehľad herných enginov a špecifické aspekty herného enginu Unity. Ďalej popisuje návrh a implementáciu niektorých individuálnych prvkov, ktoré tvoria danú hru. Implementácia týchto prvkov je popísaná konceptuálne s minimálnymi ukážkami kódu.
Design and Implementation of a Game for Nintendo Game Boy
Krejčíř, Štěpán ; Polášek, Tomáš (referee) ; Čadík, Martin (advisor)
This bachelor's thesis briefly introduces the reader to the context surrounding the launch of the handheld console Nintendo Game Boy. It focuses on the development process for this console, lists the console's quirks that are essential to know in order to write effective code, and suggests solutions to some common problems. The practical part describes the design and implementation of a rhythm game for Game Boy using C language and GBDK-2020 toolkit.
A Computer Game to Fight Drought in the Countryside in Unity
Olearčin, Daniel ; Milet, Tomáš (referee) ; Beran, Vítězslav (advisor)
This bachelor's thesis focuses on the design and development of the game in the Unity gaming engine. Game has the task of being educational. The player has the opportunity to familiarize himself with the different circumstances, which result on the profitability of the village and the retention of water in the country. The aim of the game is to map a small village above which it is possible to convert individual fields for other types. With simple models, characteristic calculations and rules, it is possible to monitor the impact of these changes on the profitability of the village and the retention of water in the country.
Third Person Roguelike Game in Unity
Moudrý, Daniel ; Kapinus, Michal (referee) ; Milet, Tomáš (advisor)
The thesis comprises information about the creation of a third-person roguelike computer game in Unity game engine. At the beginning the work explains what the game is about, then the work describes the principles of the games functioning and then the implementation in Unity game engine itself in the C# programming language.
Multiplayer Minigames in Virtual Reality
Čubík, Dušan ; Špaňhel, Jakub (referee) ; Bambušek, Daniel (advisor)
This thesis deals with the design and implementation of a multiplayer virtual reality game. Specifically, it is a series of fun mini-games in which players compete against each other. The result of the work is a client application with two implemented minigames for Oculus Quest and Quest 2 devices and a server application. Shooting Range is a minigame for shooting competition. Towers is a minigame in which players destroy each other's forts. The minigames have been tested by users. The Unity game engine was used to implement the client application. The XR Interaction Toolkit library was used to implement the virtual reality. The network communication on the client side is implemented by Photon PUN. The server side implementation is provided by Photon Server SDK.
Short Multiplayer Minigames
Woska, Adam ; Bambušek, Daniel (referee) ; Chlubna, Tomáš (advisor)
The goal of this thesis is to design and implement a game demo that contains short mini multiplayer games. Unity 3D and Photon Engine were used to implement the demo. The demo consists of three separate mini games. Another content of this work is the research and analysis of games of similar genre. The design of the application and its implementation is also described in this thesis. The result of the work was then tested by real users.
Simulation in Unity
Kropáček, Vojtěch ; Vlnas, Michal (referee) ; Milet, Tomáš (advisor)
V této práci je stavěno na nedávném vzestupu popularity entity komponent systémů v oblasti vývoje her. Cílem práce je vytvořit aplikaci simulující ekosystém v programu Unity engine. V práci se nachází popis výhod entity komponent system architektury, atributy a rozdíly oproti tradiční architektuře. Pro běh simulace byl využit framework s názvem Entitas uvnitř Unity enginu. Dokončená implementace emuluje Lotka-Volterra rovnice, také známy pod názvem rovnice lovec-kořist. Nálezy simulace jsou prezentovány v grafech, které splnují očekávání. Práce také poskytne hlubší porozumění entity komponent system architektury a její specifikace v rámci implementace Entitas frameworku. Shrnuje jeden z přístupů k tvoření jednoduchého ekosystému a výsledné nálezy z proběhlých simulací.
Simulation in Unity
Kropáček, Vojtěch ; Vlnas, Michal (referee) ; Milet, Tomáš (advisor)
V této práci budeme stavět na nedávném vzestupu popularity entity komponent systémů v oblasti vývoje her. Našim cílem je vytvořit aplikaci simulující ekosystém v programu Unity engine. Budeme se soustředit na výhody ECS architektury and vysvětlíme její atributy a rozdíly oproti tradičnímu přístupu. Pro běh naší simulace použijeme framework s názvem Entitas uvnitř Unity enginu. Dokončená implementace bude emulovat Lotka-Volterra rovnice, také známy pod názvem rovnice lovec-kořist. Nálezy budou prezentovány v grafech, které blízce sledují očekávané grafy. Tato práce poskytne hlubší porozumění ECS architektury a její specifikace v rámci implementace Entitas. Také shrne použitý přístup ke stavění jednoduchého ekosystému a výsledné nálezy.
Microtransactions and their influence over the design of digital games
Urazajeva, Regina ; Fousek Krobová, Tereza (advisor) ; Švelch, Jaroslav (referee)
This master's thesis describes the use of microtransactions in video games and their influence over the game design, player experience, and virtual goods presentation. The goal was to compare the titles that use different monetization methods (paid and free to play games) and different types of microtransactions (functional and cosmetic), and to identify which parts of those games could be influenced by microtransactions and how. The research focuses on five titles - The Witcher 3: Wild Hunt, Assassin's Creed: Odyssey, Anthem, Warframe a Path of Exile. The first part of the thesis summarises the historical evolution of monetization models used in video games and defines the terms microtransaction, micropayment, virtual goods, or loot box. It also contains a typology of microtransactions, describes their implementation methods, and possible consequences tied to their use. The second part focuses on the analysis of the chosen five games. The research used the following methods - analysis of my own gameplay and mutual comparison of each game. Each game was examined over the course of ten hours, in sessions about 45-60 minutes long - the gameplay was accompanied by video recordings of the gameplay, screenshots, and a journal that contained detailed information about each gaming session. The research...

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