Design and development of 2D game 'Adventurous spirit'

Research Article
Open access

Design and development of 2D game 'Adventurous spirit'

Jianshuo Liu 1*
  • 1 Dalian Minzu University     
  • *corresponding author 1911571111@mail.sit.edu.cn
Published on 7 February 2024 | https://doi.org/10.54254/2755-2721/37/20230482
ACE Vol.37
ISSN (Print): 2755-273X
ISSN (Online): 2755-2721
ISBN (Print): 978-1-83558-299-2
ISBN (Online): 978-1-83558-300-5

Abstract

In the present world, 2D games continue to be a significant component of the gaming industry. This article aims to discuss the process of designing and developing the 2D game "Adventurous spirit," while analyzing its essential elements and Unreal Engine technology. We will introduce the principles of game design, the intentions and purposes behind designing the game, the development process, as well as the tools and techniques employed. This 2D game is developed using the currently popular Unreal Engine, showcasing the final game outcome. Through the presentation in this report, readers will gain insights into the fundamental knowledge and practical experiences of 2D game design and development, along with some technical aspects and operations related to Unreal Engine development. Additionally, the genre of this game is a 2D side-scrolling game, where players enhance character abilities and levels through defeating monsters, and they can explore by selecting different characters.

Keywords:

Adventurous Spirit, Unreal Engine, 2D Game, Purpose

Liu,J. (2024). Design and development of 2D game 'Adventurous spirit'. Applied and Computational Engineering,37,102-109.
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References

[1]. Jared Halpern. Developing 2D Games with Unity. Berkeley,2018.

[2]. Kevin D. Williams. The effects of dissociation, game controllers, and 3D versus 2D on presence and enjoyment. Computers in Human Behavior, 2014,38.

[3]. Darlis Herumurti, Kuswardayan,Wijayanti Nurul Khotimah. Implementation of Artificial Ant Colony Algorithm in dynamic labyrinth generation for android-based 2D games. Journal of Physics Conference Series, 2020, 1511(1).

[4]. Jungyoon Kim,Jiyong Ge,Zhixiao Wang,Wonhyung Lee. The Application of Circular Collision Detection and Target Tracking to Improve the Collision Accuracy in 2D Games. 2018 International Conference on Computer Science, Electronics and Communication Engineering, 2018:544-547.

[5]. Xie Yuhang,Chen Yihong,Wang Ziyi,Ou Yangjun. AI intelligent wayfinding based on Unreal Engine 4 static map. Journal of Physics: Conference Series,2022, 2253(1).

[6]. Tseng Yufeng Jane, Schurz Alioune. GAME: Gpu accelerated mixture elucidator. Abstracts of papers of the American chemical society,2013,246.

[7]. Cordeiro Barboza Diego, Muchaluat-Saade Débora C., Gimenez Passos Diego. An architecture for multi-layer object coding in 2D game streaming using shared data in a multi-user environment. Entertainment Computing, 2022,42.

[8]. John T. Hanley. GAMES, game theory and artificial intelligence. Journal of Defense Analytics and Logistics,2021,5(2).

[9]. Clemente Rubio-Manzano,Gracian Trivino. Improving player experience in Computer Games by using players' behavior analysis and linguistic descriptions. International Journal of Human - Computer Studies, 2016, 95.

[10]. Oguz Ak,Birgul Kutlu. Comparing 2D and 3D game‐based learning environments in terms of learning gains and student perceptions. British Journal of Educational Technology,2017,48(1).


Cite this article

Liu,J. (2024). Design and development of 2D game 'Adventurous spirit'. Applied and Computational Engineering,37,102-109.

Data availability

The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.

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About volume

Volume title: Proceedings of the 2023 International Conference on Machine Learning and Automation

ISBN:978-1-83558-299-2(Print) / 978-1-83558-300-5(Online)
Editor:Mustafa İSTANBULLU
Conference website: https://2023.confmla.org/
Conference date: 18 October 2023
Series: Applied and Computational Engineering
Volume number: Vol.37
ISSN:2755-2721(Print) / 2755-273X(Online)

© 2024 by the author(s). Licensee EWA Publishing, Oxford, UK. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license. Authors who publish this series agree to the following terms:
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References

[1]. Jared Halpern. Developing 2D Games with Unity. Berkeley,2018.

[2]. Kevin D. Williams. The effects of dissociation, game controllers, and 3D versus 2D on presence and enjoyment. Computers in Human Behavior, 2014,38.

[3]. Darlis Herumurti, Kuswardayan,Wijayanti Nurul Khotimah. Implementation of Artificial Ant Colony Algorithm in dynamic labyrinth generation for android-based 2D games. Journal of Physics Conference Series, 2020, 1511(1).

[4]. Jungyoon Kim,Jiyong Ge,Zhixiao Wang,Wonhyung Lee. The Application of Circular Collision Detection and Target Tracking to Improve the Collision Accuracy in 2D Games. 2018 International Conference on Computer Science, Electronics and Communication Engineering, 2018:544-547.

[5]. Xie Yuhang,Chen Yihong,Wang Ziyi,Ou Yangjun. AI intelligent wayfinding based on Unreal Engine 4 static map. Journal of Physics: Conference Series,2022, 2253(1).

[6]. Tseng Yufeng Jane, Schurz Alioune. GAME: Gpu accelerated mixture elucidator. Abstracts of papers of the American chemical society,2013,246.

[7]. Cordeiro Barboza Diego, Muchaluat-Saade Débora C., Gimenez Passos Diego. An architecture for multi-layer object coding in 2D game streaming using shared data in a multi-user environment. Entertainment Computing, 2022,42.

[8]. John T. Hanley. GAMES, game theory and artificial intelligence. Journal of Defense Analytics and Logistics,2021,5(2).

[9]. Clemente Rubio-Manzano,Gracian Trivino. Improving player experience in Computer Games by using players' behavior analysis and linguistic descriptions. International Journal of Human - Computer Studies, 2016, 95.

[10]. Oguz Ak,Birgul Kutlu. Comparing 2D and 3D game‐based learning environments in terms of learning gains and student perceptions. British Journal of Educational Technology,2017,48(1).