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  • 學位論文

應用鑲嵌藝術美學於數位遊戲之迷宮設計

Applying the Aesthetics of Tessellation to Design Mazes in Digital Games

指導教授 : 周文修
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摘要


從早期在大型電玩上流行的小精靈 (Pac-Man)遊戲,到現在網路上各種以迷宮為主題的小遊戲,迷宮設計於數位遊戲的應用已經相當廣泛。迷宮本身除了可獨立設計成數位遊戲外,亦可大量應用於遊戲中有關冒險與探索等相關場景或遊戲關卡之設計,使用者可以在迷宮場景中進行冒險、尋寶等活動。然而,目前多數的迷宮遊戲往往缺乏動態調整的機制,一旦使用者曾經進入該迷宮,下次再進去時,使用者可依照過往的經驗,以最短的路徑走向目標區,因而降低迷宮的使用效率與遊戲的遊戲性。本研究擬應用鑲嵌藝術的美學原理,結合迷宮設計的要素,提出一鑲嵌迷宮的設計方法,藉由轉動鑲嵌迷宮板塊,來動態調整迷宮結構,以增進遊戲中迷宮場景的多樣性。

並列摘要


From the “Pac-Man” to the current on-line games of maze, the maze has been widely applied to digital games. In additional to be designed as a standalone game, the maze can also be used to construct the game levels for adventure or exploration. However, most of current designs of digital mazes lack of the adaptabilities, and thus lose its’ multiplicities. In this study, we will propose a novel maze design method based on the aesthetics of Tessellation. By rotating the proposed maze modules, the maze can be correspondingly adjusted and thus the multiplicities of maze can be largely enhanced.

參考文獻


參考資料
[1] Csikszentmihalyi, M., (1975). Beyond boredom and anxiety, San Francisco:Jossey-Bass.
[2] Csikszentmihalyi, M., (1990). Flow: The Psychology of Optimal Experience.USA (New York): Harper Perennial.
[3] Csikszentmihalyi, M., (1993). The evolving self. A psychology for the third millennium. USA,NY: Harper Perennial.

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