A turn-based strategy game with 2d graphics? That was already boring 15 years ago! At least that is what I thought, when first heard of Battle for Wesnoth. I could not have been more mistaken!
Battle for Wesnoth is a turn-based strategy game set in the fictional fantasy world of Wesnoth. The game emphasizes simplicity: Very few resources and unit characteristics make the game easy to learn but hard to master. The game is open source and thus totally free, an advantage that comes at the cost of frequent crashes.
Abstract: In order to rapidly develop digital games for psycho- physiological experiments, a coherent and flexible development environment is required. Something that allows researchers to design their experiments, build the stimulus game and easily integrate all required data acquisition functionality into it.
This thesis shows the design and implementation of such a framework. Methods for gathering player-related data are compared to establish a theoretical foundation for the framework. The logging framework is implemented as a set of Torque X components and an example game is developed in order to demonstrate the framework and the different logging components.
Despite the wonderful weather outside (summer has finally found it’s way to Sweden), I’m using the weekend to change a few things on the website: New navigation categories, a better project overview in the portfolio, more project details, better classification and tags, more content, more images, … a lot to do!
I am pushing around a lot of the content for the good of a clear and more informative structure.
I finally managed to upload an updated presentation of my Logging Framework to SlideShare. The slides present a framework that allows integration of automated logging and gaze-tracking into digital games.
The framework utilizes a component based approach, the C# language, XNA and the Torque X Engine. It allows researchers to rapidly build stimulus games that are used in psychophysiological experiments and digital games research. Moreover, it allows prototyping of gaze-based interaction and other innovative ways of game interaction.
Author's Bio
Author’s Bio
Dennis Sasse holds a Master of Engineering (Diplom Ingeneur) in Computational Visualistics and currently works as Application Development Manager at Microsoft Germany. In his spare time, he seeks enlightment in the areas of Game and Level Design.