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研究生:彭詩芸
研究生(外文):Shih-Yun Peng
論文名稱:高階敘述性之電腦遊戲製作環境
論文名稱(外文):Descriptive Mechanisms for PC Game Production
指導教授:奚正寧
指導教授(外文):Chen-Ning Hsi
學位類別:碩士
校院名稱:國立臺北科技大學
系所名稱:電腦通訊與控制研究所
學門:工程學門
學類:電資工程學類
論文種類:學術論文
論文出版年:2001
畢業學年度:89
語文別:中文
論文頁數:82
中文關鍵詞:電腦遊戲敘述性事件驅動規則
外文關鍵詞:PC GameDescriptiveEvent - DrivenRule
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電腦遊戲是一個十分吸引人的研究範疇,但是,傳統上多將電腦遊戲視為商業的應用,而鮮少有人直接針對這主題做深入的研究。其主要原因,在於遊戲的定位在教育應用或娛樂應用的界線過於模糊。近年來,多媒體的發展日趨成熟,加上電腦的價格逐年降低,使得遊戲的種類日益繁多,而在教育上的應用,也越漸普及,其衍生出其實用的價值,使得研究機構和學校,開始設置課程並且著手研究。
本篇論文,即以電腦遊戲之製作環境,做為主要的研究範疇。論文中,我們提出一個敘述性的機制,藉由這個機制的高階特性,減少傳統上對遊戲控制與設計階段中,所需要的低階撰寫比重,因此,遊戲製作的效率,將可有效且大幅地提昇,進而建構出一個高階遊戲設計以及製作環境。本論文的主要研究對象,大體上而言是電腦遊戲中的一個特定種類,這類型遊戲特色,主要是在二度空間的平面環境下,藉由遊戲者的操控,來改變遊戲中之物件空間關係,來達到得分目的的遊戲。本論文的研究目標,在於解決電腦遊戲製作過程中,耗時費力的程式規劃,以及製作工具過於低階的問題現況。主要的解決策略,在將遊戲邏輯中之時間、空間和互動性三者的關係,予以明確的定義,並且透過事件驅動的架構,來完成遊戲設計與製作核心。經過兩年來的研究及探討,我們提出一個模型架構,以規則為基礎,事件來驅動,由遊戲引擎來規範遊戲邏輯的行為之環境。透過本模型所定義的全域、區域及遊戲抽象等規則,可以快速地完成遊戲製作,如此一來,遊戲製作的流程將更有彈性。我們相信這樣的機制,尤其是製作遊戲的核心部分,將可有效的再使用,並且可以延伸運用到更多不同種類的電腦遊戲上。
Computer game is an attractive research field. However, traditionally, it is often regarded as commercial interests and applications. Not much research has been done on this topic in depth. The major reason is that the debatable position of games in their educational applications and entertainment nature. Recent years, multimedia has developed to its maturity and the cost of computers has reduced dramatically, computer games start to grow in speed and variety. This trend allows games be applied broad and practical manner. Many research organizations and some schools start to offer the relevant courses and research activities.
In this thesis, we anchor our research activity on the authoring environment of computer games production. We propose a descriptive mechanism. According to its high-level characteristics of this descriptive mechanism, the low-level coding for game control and design can be reduced effectively. Therefore, the game production can be processed more efficient. A high-level game design and production environment have also been built. The main object addressed in this research is a special type of games. In a two dimensional environment which earns scores, by controlling the space relation of the subjects in the games. The research aim is to solve the difficulty in computer game producing. Our main strategy is to define separately the spatial, temporal, and interactive relationships in game''s logic, and to complete game designs and the core of production through the game event structures. After two years of researches and studies, a model structure is established based on rules, driven by game events, which is in turn forms the game logic engine. Through the model and game, the game production can be completed quickly, with more flexibility. We believe such mechanism, especially the core sections of game productions, can be reused effectively on different kinds of computer games.
目次
中文摘要 iii
英文摘要iv
誌謝v
圖目錄ix
表目錄xi
第一章 緒論1
1.1 研究動機及目的3
1.2 論文架構4
第二章相關研究5
2.1 時間關係5
2.2 空間關係8
2.3 互動關係10
第三章遊戲模型12
3.1 模型觀念13
3.2 電腦遊戲的架構16
3.2.1 遊戲的流程16
3.2.2 有限狀態機的遊戲18
3.2.3 事件驅動的架構19
3.3 模型架構19
3.4 角色成員21
3.4.1 角色的種類21
3.4.2 角色的行為22
3.4.3 角色的生命週期22
3.5 關係的基本定義23
3.5.1 時間關係23
3.5.2 空間關係24
3.5.3 互動關係26
3.6 規則定義26
第四章 系統架構28
4.1 規則28
4.1.1 全域規則29
4.1.2 區域規則29
4.1.3 遊戲抽象規則30
4.2 引擎31
4.3 系統輔助34
4.3.1 編寫規則35
4.3.2偵錯36
第五章 系統實作37
5.1 規格37
5.2 程式架構39
5.3 介面介紹40
5.3.1 角色外觀設定41
5.3.2 時間規則設定42
5.3.3 輸入裝置映射遊戲控制43
5.3.4 計分規則設計44
5.3.5 事件紀錄45
5.4 示範46
5.4.1 傳統俄羅斯方塊46
5.4.2 俄羅斯方塊變形46
第六章結論與未來展望48
6.1 結論48
6.2 未來展望49
參考文獻50
附錄
A規則式前向推理(Rule-Based Forward-Chaining)原理53
B 示範計畫(Demonstration Plan)— 俄羅斯方塊56
C 高階敘述性之電腦遊戲程式碼(Source Code)65
C.1 Engine66
C.2 History Catch78
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