• 제목/요약/키워드: platformer

검색결과 7건 처리시간 0.018초

Design of Runner Game using Overlap Circle in Unity3D

  • Kim, Hyun-Jun;Kim, Soo Kyun
    • 한국컴퓨터정보학회논문지
    • /
    • 제23권8호
    • /
    • pp.25-30
    • /
    • 2018
  • In this paper, we design a 2D one touch runner game which controls on smart device easily using a Unity3D game engine. Unity is the creator of the world's widely-used 2D and the 3D cross-platform game engine developed by Unity Technologies. Also, Unity builds high-quality 2D and 3D games on a various hardware device. This paper shows the familiar character as a cartoon and feels to enjoy using platformer with various game users. we show that the proposed platformer method improve controlling game path on the smart device.

공간정보 소셜플랫폼의 개념과 플랫포머로서 정부의 역할 (Concept of Spatial Information Social Platform and Role of Government as a Platformer)

  • 최원욱;홍상기;신동빈;안종욱
    • Spatial Information Research
    • /
    • 제20권4호
    • /
    • pp.37-45
    • /
    • 2012
  • 현재의 공간정보서비스는 스마트 사회의 도래에 따라 정보화 사회에서 축적된 공간정보의 콘텐츠 및 기술적 자산을 기반으로 스마트 사회에 걸맞은 모습으로 새롭게 전환되어야 할 필요가 있다. 본 연구는 공간정보 오픈플랫폼이 보다 경쟁력 있고 지속적인 자생력을 갖추기 위하여 공간정보 소셜플랫폼으로 전환해야 하는 필요성을 제시하였다. 공간정보 오픈플랫폼이 공간정보 소셜플랫폼으로 점진적으로 진화하기 위한 소셜화의 요구조건들을 P. Savalle가 제시한 소셜플랫폼이 갖추어야 할 주요 개념을 기준으로 검토하였다. 이를 기반으로 스마트 사회에 대응한 공간정보 서비스의 구현기반으로서 공간정보 소셜플랫폼의 개념과 플랫포머로서의 정부의 역할을 제시하였다.

A Study on 2D Character Response of Speed Method Using Unity

  • HAN, Dong-Hun;CHOI, Jeong-Hyun;LIM, Myung-Jae
    • 한국인공지능학회지
    • /
    • 제9권2호
    • /
    • pp.35-40
    • /
    • 2021
  • In this paper, many game companies seek better optimization and easy-to-apply logic to prolong the game's lifespan and provide a better game environment for users. Therefore, research will be showing the game's key input response method called RoS (Response of Speed). The purpose of the method is to simultaneously perform various motions with the character showing natural motion without errors even if the character's control key is duplicated. This method is for the developers so they can reduce bugs and development time in future game development. To be used with quickly generating game environments, the new method compares with the popular motion method, so which method is faster and can adapt to diverse games. The paper suggested that the Response of Speed method is a better method for optimizing frames and reducing the number of reacting seconds by showing a faster response and speed). With the method popularity of scrollers, many 2D cross-scroll games follow the formula of Dash, Shoot, Walk, Stay, and Crouch. With the development of game engines, it is becoming easier to implement them. Therefore, although the method presented in the above paper differs from the popular method, it is expected that there will be no great difficulty in applying it to the game because transplantation is easy. In the future, we plan to study to minimize the delay of each connection of the character motion so that the game can be optimized to best.

Fukuoka Next-generation Social System Creation Hub as a Regional Innovation Platform Strategy

  • Cha, Sang-Ryong
    • World Technopolis Review
    • /
    • 제7권2호
    • /
    • pp.125-134
    • /
    • 2018
  • The purpose of this article is to introduce and describe the case of Fukuoka Next-generation Social System Creation Hub based on the conceptual framework of regional innovation platform strategy. In short, it is a "government-issued" regional innovation platform strategy to improve innovativeness with limited creative capital through "borrowing" not money but network, wisdom, know-how, and ideas from each other between some stakeholder groups in a region. The Fukuoka Industry, Science & Technology Foundation, which is the coordinating institution of the whole program, plays the role of a platformer to unify various projects into the program crossing borders between stakeholder groups for building regional innovation platforms that lends intensive support to feedback loops between the program facilitator and its partners in the program. Thanks to being a government-issued one, it could be tied together with some wide ranging issues of policy on social innovations, such as the "low carbon society" or the "health and longevity society." But at the same time, it is a concern that many regional research institutions that have innovative potential and diverse ideas become governed by the platform without their noticing it and dealt with in the same way based on "selected" and "designated" strategic goals. Therefore, it seems that a regional innovation platform strategy is a kind of "double-edged sword" in public policy in the era of "panopticism of bureaucratic society" in Japan.

디지털 게임의 하위 장르 분화 양상 연구 - 로그라이크, 메트로배니아를 중심으로- (A Study on Aspect of Genre Differentiation in Digital Games - Focused on 'Roguelike' and 'Metroidvania')

  • 안진경
    • 한국컴퓨터게임학회논문지
    • /
    • 제31권4호
    • /
    • pp.51-59
    • /
    • 2018
  • 본 논문은 디지털 게임의 하위 장르 분화 양상을 고찰하고 각 양상에 따라 핵심 장르 요소가 변화하는 특성을 규명하는 데에 목적을 둔다. 디지털 게임의 장르는 변화를 거듭하는 생성적 체계이다. 기존 장르의 핵심 메커니즘을 수정하거나 뒤집으며 등장하는 게임의 하위 장르들은 게임의 장르 체계가 지닌 생성적 성격을 확인할수 있는 대표적 사례이다. 하위 장르 분화를 고찰한 기존의 연구들이 게임 텍스트의 계보학을 통해 메커니즘의 변화를 추적했다면, 본 논문은 플레이어가 장르 변화를 인지하는 원리에 초점을 두고 해당 양상을 분석한다. 개념적 혼성 이론을 통해 '로그라이크'와 '메트로배니아' 장르의 분화 과정을 분석한 결과 로그라이크는 상위 장르와의 프레임 대립을 통해, 메트로배니아는 상위 장르의 프레임 확장을 통해 변별력을 확보한 장르임을 확인했다. 프레임 대립에 따라 분화한 하위 장르의 경우 핵심 장르 요소는 독립성을 확보하고 손쉽게 타 장르와 결합되며, 프레임 확장에 따라 분화한 하위 장르의 경우 핵심 장르 요소는 맥락 의존성을 강하게 드러내며 해당 장르의 맥락을 벗어나 사용되기 힘들다는 특징을 보인다.

경험 메타버스 서비스에 있어 사용자의 선호도를 고려한 아바타 활용 방안 모색 (Searching for Ways to Utilize Avatars in Consideration of User Preferences in the Experience Metaverse Service)

  • 박성숙;조일현
    • Journal of Information Technology Applications and Management
    • /
    • 제30권2호
    • /
    • pp.45-57
    • /
    • 2023
  • Efforts to build metaverse platform services and expand profit structure are developing in a more realistic direction. The metaverse, which has been centered on 'creation and economy' and 'discovery', will evolve into an 'experience' metaverse, creating tangible business effects where satisfaction with the user experience leads directly to purchase. In this paper, the condition of the avatar used as a medium of economic activity between the metaverse platformer and the user and the business utilization plan were sought. In addition, a new 'metaverse business model' was proposed based on 'experience, discovery, creation and economy', and in particular, it was intended to lay the foundation for the experience metaverse to further develop in the form of 'business experience'. In addition, a survey was conducted on the 'application of metaverse service and avatar' targeting the MZ generation, the main customer base of the current metaverse service. In order to provide a service that satisfies the user, it was concluded that the appearance of the avatar needs to be changed according to the purpose and function. Accordingly, we propose an 'selective switch mode' that can change the avatar's appearance at the desired timing according to the 'experience' and 'purchase purpose' of each metaverse service area. In addition, by strategically utilizing the 'Digilog' psychology, we believe that it will be possible to promote the influx of new users while increasing the loyalty of existing users to the platform. Through the establishment of 'avatar purchase system' by 'selective switch mode' and 'avatar decorating system' by 'digilog' strategy, the experience metaverse, which has been focused on 'digital twin experience' so far, is As it develops into 'business experience', it is expected that the user experience can be further satisfied.

업적 시스템을 강조한 2D 플랫포머 게임 개발 (Development of 2D Platformer Game with an Emphasis on Achievement Systems)

  • 남정원;허원회
    • 한국인터넷방송통신학회논문지
    • /
    • 제23권5호
    • /
    • pp.207-213
    • /
    • 2023
  • 업적 시스템은 게임의 한 분야에서 빠르게 확산하여, 현재는 업적이 없는 게임을 찾기가 어려워졌다. 그러나 이러한 업적 시스템의 도입은 성취감과 몰입감 저하, 난이도 설정의 실패와 같은 여러 단점을 수반하고 있다. 그런 업적 시스템의 단점마저 게임의 독특한 특징으로 승화시켰던 업적 게임 장르가 있었지만, 그 수가 줄어들고 있다. 이런 상황에서 기존 게임의 단점을 고쳐 업적을 좋아하는 마니아들의 요구를 충족시킬 수 있는 업적 게임 'Achievement Run'을 개발했다. 본 논문은 'Achievement Run'이라는 새로운 업적 게임의 개발 과정을 소개하고, 심층 인터뷰를 통해 게임의 업적 시스템이 대체로 긍정적인 플레이어 경험을 제공한다는 결과를 확인하였다. 따라서, 이 논문은 업적을 중시하는 게임 마니아뿐만 아니라, 게임 개발의 전반에 걸쳐 유용한 지침을 제공할 것이다.