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研究生:呂竺耘
研究生(外文):Lu, Chu-Yun
論文名稱:獨立遊戲《Dream》之創作論述
論文名稱(外文):The Creation of Indie Game-“Dream”
指導教授:王年燦王年燦引用關係
指導教授(外文):Wang, Nien-Tsan
口試委員:劉家伶閻建政
口試委員(外文):LIU, Char-LeenYen, Chien-Cheng
口試日期:2015-01-13
學位類別:碩士
校院名稱:國立臺灣藝術大學
系所名稱:多媒體動畫藝術學系新媒體藝術碩士班
學門:藝術學門
學類:應用藝術學類
論文種類:學術論文
論文出版年:2015
畢業學年度:103
語文別:中文
論文頁數:92
中文關鍵詞:獨立遊戲遊戲回饋心理勵志
外文關鍵詞:Indie gameGame feedbackMotivational psychology
相關次數:
  • 被引用被引用:2
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  • 下載下載:92
  • 收藏至我的研究室書目清單書目收藏:0
從小喜歡創作的人在這世上不算少數,但真正能堅持的卻不多,在為了生存而選擇捨棄的事物背後,是否一些純粹的感覺不該就此被遺忘。本遊戲使用Unity遊戲引擎,製作一款橫向捲軸動作類型的獨立遊戲,總關卡數為三關,透過讓玩家在場景上尋找出口,面對敵人阻礙,還有失敗者及魔王對主角的冷嘲熱諷,來象徵日常可能遭遇到的困難。藉由研究相關遊戲的製作經歷與想法來探索自我,並轉化在作品內,提升遊戲整體回饋性使玩家更能融入遊戲,進而將不應輕易放棄的想法傳達給使用者,達到勵志的目的。
Should the initial dream or intention of a person be forgotten just for the sake of maintaining a stable life? Having a creative mind is common among many people in the world. They like creating and designing ever since their childhood; however, as it is not an easy task to insist on, many of them have chosen to give up. The game introduced has used the Unity engine to produce a transverse shaft action game for a total of three stages. To clear each stage, players need to search for the exit. Nevertheless, on the way, they are forced to face many obstacles brought by the enemies and failures, as well as a harsh taunt by the last boss. All these are symbolizing the difficulties people are facing in daily life. Through the researches and experiences relative to gaming production, the author takes this opportunity to explore herself, and transforms her feelings and ideas into an unique game. On the other hand, these are the actual condition from the author, as a game producer, the reality and positive force of the game has been strengthened. The purpose is to encourage the players not to say give up easily, but to keep exploring their own dreams, and one day success is insight.
摘要.................................................................................................................................i
Abstract..........................................................................................................................ii
目錄............................................................................................................................... iii
表目錄........................................................................................................................... vi
圖目錄.......................................................................................................................... vii
第一章 緒論................................................................................................................1
第一節 創作背景與動機....................................................................................1
第二節 創作目的................................................................................................2
第二章 文獻探討..........................................................................................................3
第一節 回饋........................................................................................................3
第二節 遊戲引擎探討........................................................................................4
一、Virtools...................................................................................................4
二、XNA.........................................................................................................5
三、Flash .......................................................................................................6
四、Unity3D ..................................................................................................7
第三節 作品探討................................................................................................8
一、美術設計................................................................................................8
二、動作控制..............................................................................................14
三、回饋感..................................................................................................17
四、劇情......................................................................................................19
第四節 小結......................................................................................................22
第三章 創作方法......................................................................................................24
第一節 創作理念..............................................................................................24
第二節 遊戲簡介..............................................................................................25
一、劇情大綱..............................................................................................25
二、系統概述..............................................................................................26
三、遊戲玩法..............................................................................................27
第三節 遊戲架構..............................................................................................28
一、限定關卡型..........................................................................................28
二、多關卡選擇型......................................................................................29
三、無關卡選擇型......................................................................................30
第四節 遊戲美術設定......................................................................................32
一、角色設計..............................................................................................32
二、場景設計..............................................................................................35
三、介面與效果設計..................................................................................43
第五節 遊戲互動程式......................................................................................47
一、主選單與過場頁面設置......................................................................47
二、遊戲場景設置......................................................................................53
三、玩家角色設置......................................................................................65
四、敵人與失敗者角色設置......................................................................69
五、魔王角色設置......................................................................................74
第四章 創作成果......................................................................................................77
第一節 作品結果..............................................................................................77
第二節 展覽結果..............................................................................................81
第三節 玩家心得與建議..................................................................................82
第五章 結論與建議..................................................................................................84
第一節 結論......................................................................................................84
第二節 建議......................................................................................................85
參考文獻......................................................................................................................86
附錄:玩家心得與建議..............................................................................................89
一、 一般書籍、期刊論文
Burgos, D., Nimwegen, C. V., Oostendorp, H. V., & Koper, R. (2007). Game-based
learning and the role of feedback: a case study. Retrieved from
http://www.academia.edu/1356518/Game-based_learning_and_the_role_of
_feedback_a_case_study
Mason, B. J., & Bruning, R. (1999). Providing feedback in computer-based instruction:
What the research tells us. University of Nebraska- Lincoln. Retrieved from
http://dwb4.unl.edu/dwb/Research/MB/MasonBruning.html
Nacke, L., Kalyn, M., Lough, C., Mandryk, R. (2011), Biofeedback game design: Using
direct and indirect physiological control to enhance game interaction.
Proceedings of the 2011 Annual Conference on Human Factors in Computing
Systems (CHI 2011), Vancouver, BC, Canada. 103-112. Honorable Mention
Award.
Snow, B., & Seegmiller, M. (2011). Feedback Loops in Games and Learning. Muzzy
Lane Software.
陳亦慧(譯)(2010)。ActionScript 多人互動遊戲與虛擬世界製作(原作者:Makar,
J.,2009)。台北市:上奇資訊股份有限公司。
丁裕峯、鏵傑創意科技(2010)。Unity3D 遊戲開發設計學院。台北市:上奇資訊
股份有限公司。
范丙林、李與誠、莊學文、鄭柏堯(2006)。3D 遊戲專題製作:以 Virtools 為開發
工具。台北市:全華圖書。
鄞永傳、何振揚(2009)。2D/3D 遊戲程式設計入門,使用 XNA3.0 與 C#。台北市:
文魁電腦圖書資料股份有限公司。
鄭暐橋(2012)。半路叛逃 App 遊戲製作人的 1000 日告白。台北市:電腦人文化
出版。
謝陽、張燕、張憶凡(2012)。基於 Virtools 的虛擬商場漫遊系統的設計與實現。
遼寧石油化工大學學報,32(1),頁 84-85。

二、 網路資料
Adams, E. (2002). Designer's Notebook: Positive Feedback. Retrieved 12/30, 2013,
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http://www.gamasutra.com/view/feature/3017/designers_notebook_positiv
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Cook, D. (2006). what are game mechanics?. Retrieved 12/26, 2013, from 87
http://www.lostgarden.com/2006/10/what-are-game-mechanics.html
Graham, J. (2010). Feedback In Game Design. Retrieved 12/30, 2013, from
http://blog.wolfire.com/2010/04/Feedback-In-Game-Design
Israel, B. Making it in Indie Games: Starter Guide. Retrieved 12/25, 2013, from
http://makegames.tumblr.com/post/44181247500/making-it-in-indie-gamesstarter-guide
Oxford, N. (2013). Indie Games. Retrieved 12/30, 2013, from
http://ds.about.com/od/glossary/g/Indie-Games.htm
AOUS (2009)。[3D]這篇告訴你 Virtools 有多難用。Retrieved 12/25, 2013, from
http://blog.yam.com/aous/article/21526457
Fish (2008)。視覺傳播-回饋的重要性。Retrieved 1/6, 2014, from
http://fish.pixnet.net/blog/post/28857144-%E8%A6%96%E8%A6%BA%E5%8
2%B3%E6%92%AD%EF%BD%9E%E5%9B%9E%E9%A5%8B%E7%9A%84%E9%8
7%8D%E8%A6%81%E6%80%A7
GNC 綜合新聞(2013)。HTML5 vs. Flash 影音格式大比拚 使用哪個觀看影片所耗的
電力比較少?Retrieved 12/30, 2013, from
http://www.gamebase.com.tw/news/topic/95960309/
RainReader (2013)。從《魔龍寶冠》 看橫向 2D 協力動作遊戲的興衰與樂趣。
Retrieved 12/25, 2013, from http://game.u-3c.com/article3038.htm
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%8B)%E7%8E%A9%E5%BE%8C%E6%84%9F
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http://store.steampowered.com/app/224760/
tao6230036 (2013)。永遠的伊蘇!《伊蘇 2 編年史》重製版上手評測。Retrieved
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ㄚ潘的羅漢文章(2009)。Braid 故事劇情與內容分析。Retrieved 12/31, 2013, from
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%E5%8A%87%E6%83%85%E8%88%87%E5%85%A7%E5%AE%B9%E5%88%86
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%B4
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