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The goal of this thesis is to present a process of creating a computer game with a use of path finding systems, mesh generating algorithms and a dedicated saving system.
In creation of 3rd person action games most of the developer`s attention is given to the mechanics that a player inevitably interacts with. While controller mechanics are important enough for them to be a separate development branch, other systems, described in this paper, that are used in the final game also have an indirect impact on user experience and on overall quality of the product.
In this piece of software, enough attention is given to the controller mechanics. This is, however, not the only nor the main focus point. Other parts that make a universe of a game world when put together, are also addressed, including mesh generation, data serialization and path finding solutions. This paper shows that not all existing solutions can be utilized in all cases and may need to be replaced with custom-made systems.
As a result, all the parts were tailored to work together as a well-balanced system.
A high-quality software can never be put together with a use of ready-made solutions if it is expected to fully meet initially defined criteria. Creation of a first-class solution requires careful examination of the factors that influence user experience and application of the collected information during the development process. |
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