dc.contributor.author |
Meledy, Bryan Tannovento |
|
dc.date.accessioned |
2024-10-16T06:16:18Z |
|
dc.date.available |
2024-10-16T06:16:18Z |
|
dc.date.issued |
2023 |
|
dc.identifier.uri |
http://repository.president.ac.id/xmlui/handle/123456789/11935 |
|
dc.description.abstract |
In the final project, the writer attempts to create a third person shooter game and implement a Modular Hit Point System. The approach for Modular Hit Point
System is proposed to all people love video games like game enthusiasts who are
interested in unique or interesting game mechanics. The Modular Hit Point System
allows the player to approach enemies differently and to be more careful about
in-game decision makings to coplete level objectives. The benefit of the proposed
work is to enable people from shooter game genre or people from non-shooter game
genre to experience or test out different approaches to game mechanics and prioritize
important decisions like repairing damaged character parts before engaging enemies
and restoring character’s full combat capability.
The approach utilized to achieve the project goal is by using a game engine
can be run and operated in Windows operating computers for game development.
Since the shooter game genre is very popular in Windows OS machines, the writer
creates the game mechanics and logics similar to other shooter games so any
experienced shooter player can try out the game while having the different game
mechanics running. By using the proposed method, the result gain is to improve and
utilize a different approach to the hit point system for most shooter games, creating a
unique way to play the game than usual shooter games while also is available for
people who are not too familiar with the shooter game genre to experience shooter
game without too much issue. |
en_US |
dc.language.iso |
en_US |
en_US |
dc.publisher |
President University |
en_US |
dc.relation.ispartofseries |
Information Technologies;001202000155 |
|
dc.title |
TPS GAME WITH MODULAR HIT POINT SYSTEM |
en_US |
dc.type |
Thesis |
en_US |