Expected Damage of Projectile-Like Spell Effects in Games
Background. Many video games make use of particle effects to portray magic abilities known as spells. Different spells may have large variation in behaviour and colour. Aside from their different appearance, the spells often deal a different amount of damage. Objectives. The aim of this paper is to...
Main Author: | |
---|---|
Format: | Others |
Language: | English |
Published: |
Blekinge Tekniska Högskola, Institutionen för kreativa teknologier
2018
|
Subjects: | |
Online Access: | http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16672 |
id |
ndltd-UPSALLA1-oai-DiVA.org-bth-16672 |
---|---|
record_format |
oai_dc |
spelling |
ndltd-UPSALLA1-oai-DiVA.org-bth-166722018-07-04T06:30:01ZExpected Damage of Projectile-Like Spell Effects in GamesengErik, WikströmBlekinge Tekniska Högskola, Institutionen för kreativa teknologier2018PerceptionSpellsParticle SystemsGames.Other Computer and Information ScienceAnnan data- och informationsvetenskapBackground. Many video games make use of particle effects to portray magic abilities known as spells. Different spells may have large variation in behaviour and colour. Aside from their different appearance, the spells often deal a different amount of damage. Objectives. The aim of this paper is to evaluate how velocity, scale, and direction, as well as the colour orange and blue affect the expected damage of a projectile-like spell.Methods. A perceptual experiment with a 2AFC was conducted where participants compared various spells with different values of velocity, scale, direction, and colour. The participants were asked to select the spell that they expect to deal the most damage. Results. Scale had a larger impact on the expected damage of a spell than velocity. The largest and fastest spells with an added sinus based direction in the x-axis were expected to cause the most damage. However, the difference between these spells and the largest and fastest spells without the added direction was not found to be statistically significant. The orange spells were rated as more damage causing in all cases compared to the blue spells. The difference between the blue and orange preference in two of these cases were however not large enough to be statistically significant. Conclusions. The results showed that the visual attributes of a particle-based spell affect its perceived damage with the scale having a greater impact than velocity and orange being the colour most often associated with higher damage. The effect of an added direction could not be evaluated due the result from the direction spells not being statistically significant. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:bth-16672application/pdfinfo:eu-repo/semantics/openAccess |
collection |
NDLTD |
language |
English |
format |
Others
|
sources |
NDLTD |
topic |
Perception Spells Particle Systems Games. Other Computer and Information Science Annan data- och informationsvetenskap |
spellingShingle |
Perception Spells Particle Systems Games. Other Computer and Information Science Annan data- och informationsvetenskap Erik, Wikström Expected Damage of Projectile-Like Spell Effects in Games |
description |
Background. Many video games make use of particle effects to portray magic abilities known as spells. Different spells may have large variation in behaviour and colour. Aside from their different appearance, the spells often deal a different amount of damage. Objectives. The aim of this paper is to evaluate how velocity, scale, and direction, as well as the colour orange and blue affect the expected damage of a projectile-like spell.Methods. A perceptual experiment with a 2AFC was conducted where participants compared various spells with different values of velocity, scale, direction, and colour. The participants were asked to select the spell that they expect to deal the most damage. Results. Scale had a larger impact on the expected damage of a spell than velocity. The largest and fastest spells with an added sinus based direction in the x-axis were expected to cause the most damage. However, the difference between these spells and the largest and fastest spells without the added direction was not found to be statistically significant. The orange spells were rated as more damage causing in all cases compared to the blue spells. The difference between the blue and orange preference in two of these cases were however not large enough to be statistically significant. Conclusions. The results showed that the visual attributes of a particle-based spell affect its perceived damage with the scale having a greater impact than velocity and orange being the colour most often associated with higher damage. The effect of an added direction could not be evaluated due the result from the direction spells not being statistically significant. |
author |
Erik, Wikström |
author_facet |
Erik, Wikström |
author_sort |
Erik, Wikström |
title |
Expected Damage of Projectile-Like Spell Effects in Games |
title_short |
Expected Damage of Projectile-Like Spell Effects in Games |
title_full |
Expected Damage of Projectile-Like Spell Effects in Games |
title_fullStr |
Expected Damage of Projectile-Like Spell Effects in Games |
title_full_unstemmed |
Expected Damage of Projectile-Like Spell Effects in Games |
title_sort |
expected damage of projectile-like spell effects in games |
publisher |
Blekinge Tekniska Högskola, Institutionen för kreativa teknologier |
publishDate |
2018 |
url |
http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16672 |
work_keys_str_mv |
AT erikwikstrom expecteddamageofprojectilelikespelleffectsingames |
_version_ |
1718709329246289920 |