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Arauzo, S., Landaverry, J. (2023). Desarrollo e implementación de un videojuego RTS en red y para Windows PC [Tesis, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/673291
Arauzo, S., Landaverry, J. Desarrollo e implementación de un videojuego RTS en red y para Windows PC [Tesis]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2023. http://hdl.handle.net/10757/673291
@misc{renati/416167,
title = "Desarrollo e implementación de un videojuego RTS en red y para Windows PC",
author = "Landaverry Gil, Jorge Arturo",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2023"
}
Título: Desarrollo e implementación de un videojuego RTS en red y para Windows PC
Otros títulos: Development and Implementation of an Online RTS Video Game and for Windows
Autor(es): Arauzo Dejo, Shiara Ruby; Landaverry Gil, Jorge Arturo
Asesor(es): Chinchay Celada, Milton Enrique
Palabras clave: Software; Videojuegos; RTS; PC; StarCraft; Video game
Campo OCDE: https://purl.org/pe-repo/ocde/ford#2.02.04; https://purl.org/pe-repo/ocde/ford#2.00.00
Fecha de publicación: 22-may-2023
Institución: Universidad Peruana de Ciencias Aplicadas (UPC)
Resumen: Durante el 2020, muchos sectores se vieron afectados económicamente por la pandemia de Covid-19 a excepción de la industria del software de entretenimiento. Se estima que solo en Perú, al menos 600 mil personas (11.9%) consumieron videojuegos una vez al día durante ese año y para el 2021 se calculó un aumento de esta cifra en un 5.6% (Andina, 2021). Sin embargo, son solo 21 empresas peruanas, con 8,8 trabajadores por compañía aproximadamente, que se dedican al desarrollo y diseño de estos, llegando a ser considerado un sector joven y en vías desarrollo (Andina, 2020). Esto se debe a que en su mayoría se presentan demasiadas barreras para poder realizar y publicar un videojuego. Es por eso por lo que la mayoría de las empresas peruanas prefieren enfocarse en realizar videojuegos para PC y dispositivos móviles. Los últimos representan un 37% y 23% de usuario activos de la población, respectivamente.
De forma general, el proyecto tiene como finalidad desarrollar un software de entretenimiento de estrategia a tiempo real (RTS), basándose en el videojuego StarCraft, con una temática ciencia ficción para Windows PC, utilizando un motor de juegos y un motor gráfico definidos por un benchmarking. El objetivo es desarrollar un juego que logre generar interés tanto en jugadores nuevos como antiguos del género. Se validará si el juego es divertido y atrae a los usuarios por medio de 3 focus group en donde ellos podrán probar el juego y llenar una encuesta para validar su funcionalidad, diseño y experiencia.
During 2020, many areas were economically affected by the Covid-19 pandemic apart from the entertainment software industry. It is estimated that just in Peru, at least 600 thousand people (11.9%) consumed video games once a day during that year and an increase in this figure of 5.6% was calculated by 2021 (Andina, 2021). However, there are only 21 Peruvian companies, with approximately 8.8 workers each one, that are dedicated to game development and design, becoming considered a young and developing area (Andina, 2020). This is a consequence because of the too many barriers when they are making and publishing a video game. That is why most Peruvian companies prefer to focus on making video games for PCs and mobile devices. The latter represent 37% and 23% of active users of the population, respectively. In general, the project aims to develop a real-time strategy (RTS) entertainment software based on the StarCraft video game with a science fiction theme for Windows PC using a game engine and a graphics engine defined by benchmarking, collaborating with the increase in the development of new games in this category that manage to capture the attention and interest in trying the existing RTS games on the market. It will be validated if the game is fun and attracts users through 3 focus groups where they can try the game and fill out a survey to validate its functionality, design and experience.
During 2020, many areas were economically affected by the Covid-19 pandemic apart from the entertainment software industry. It is estimated that just in Peru, at least 600 thousand people (11.9%) consumed video games once a day during that year and an increase in this figure of 5.6% was calculated by 2021 (Andina, 2021). However, there are only 21 Peruvian companies, with approximately 8.8 workers each one, that are dedicated to game development and design, becoming considered a young and developing area (Andina, 2020). This is a consequence because of the too many barriers when they are making and publishing a video game. That is why most Peruvian companies prefer to focus on making video games for PCs and mobile devices. The latter represent 37% and 23% of active users of the population, respectively. In general, the project aims to develop a real-time strategy (RTS) entertainment software based on the StarCraft video game with a science fiction theme for Windows PC using a game engine and a graphics engine defined by benchmarking, collaborating with the increase in the development of new games in this category that manage to capture the attention and interest in trying the existing RTS games on the market. It will be validated if the game is fun and attracts users through 3 focus groups where they can try the game and fill out a survey to validate its functionality, design and experience.
Enlace al repositorio: http://hdl.handle.net/10757/673291
Disciplina académico-profesional: Ingeniería de Software
Institución que otorga el grado o título: Universidad Peruana de Ciencias Aplicadas (UPC). Facultad de Ingeniería
Grado o título: Ingeniero de Software
Jurado: Subauste Oliden, Daniel Alejandro; Ocampo Tello, Ernesto; Delgado Vite, Jorge Luis
Fecha de registro: 8-abr-2024
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