Undergaduate Thesis
Title: Development of a prototype FPS game for the comparison of aim assistance algorithms Project Motivation: The video game industry is a multibillion-dollar business, with one of the largest genres being FPS (first-person shooters). In FPS games, players assume the character's perspective, engaging in combat using firearms or other ranged weapons like bows and magic. Some of the most notable aim assistance mechanisms are ‘bloom’, ‘bullet magnetism’, ‘rotational’, and ‘reticle slowing’. Aim assist technologies in FPS games spark ongoing debates within the video game industry. Online discussions about aim assist in games are filled with heated arguments, with strong opinions both in favor and against its use. Intent: My BSc Computer Science project focuses on identifying prevalent aim assist technologies, reproducing selected aim assist algorithms, and critically evaluating them. After researching existing solutions and creating working artifacts, I have analyed the various approaches and provided a comparative summary. My hope is that the findings can inform game developers in making gameplay design choices, potentially reducing controversy and benefiting gamers by addressing the debate over aim assistance in games. This project used: C#, Unity, Version Control, Agile approach, Waterfall approach The project is in an area of special interest to me personally, and so I have enjoyed researching the area and the solutions' development.
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