Author:

Julius Krüger
Supervisor:Prof. Gudrun Klinker
Advisor:Daniel Dyrda (@ga67gub)
Submission Date:[created]

Abstract

Action-adventure games are a popular genre of video games in which players engage in a combination of navigation, exploration, combat, and puzzle-solving actions. Players interact with these games through the character controller which executes their actions in the game world and provides them with feedback to what’s going on in the game at any given moment. Players expect their character to be highly responsive to input, translating their input near-instantaneous into action. We suggest the use of reactive programming as a useful approach to these character controllers. This thesis proposes a system architecture suitable to the requirements of a character controller for a 3D action-adventure game. We determined the requirements of such a controller by reviewing the foundations of a character controller and the core components of action-adventure games, supported by an examination of a number of acclaimed action-adventure games to find some of their most frequent features. The importance of game feel is explored and this affects character controllers. Ultimately, we present a proof of concept implementation of our proposed architecture, with a focus on the player character controller.

Results/Implementation/Project Description

Conclusion

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