scholarly journals Perancangan PC Game First Person Shooter Menggunakan Unreal Development Kit

2014 ◽  
Vol 2 (2) ◽  
pp. 149-156
Author(s):  
Rizka Lukmana Afif ◽  
Kodrat Iman Satoto ◽  
Kurniawan Teguh Martono

The development of hardware increasing rapidly has made game developers take advantage of a variety of new resources that can improve their games. Epic games is a mature game developer who managed to make thousands game and delivered to the hands of gamers . A game engine called Unreal Engine is a big secret behind the success of Epic Games . The game engine is free if you just want to learn or just want to create a personal project and the game is not to be in comercial purposes . It is unfortunate that many students don’t even know of the existence of unreal engine , most of them make use of simpler game engine like game maker , rpg maker , fps creator , and so on. Though unreal engine is superior in any aspect other than the game engine , be it graphics , tools , mechanisms of development , flexible in export-import assets , etc . Based on this information , the author had the idea to make a first person shooter game using the unreal engine as the engine game. Before doing the develpment process, the next step is studying the literature of unreal engine and other supporting software such as 3d studio max to create 3D assets , adobe flash to create the menus , adobe photoshop to create a 2D texture and speedtree assets to create the foliage elements . The next thing is to go into the design phase of scenarios , maps, missions , characters and items that will be placed in the game. The next stage is the development and testing phase to test the game that has finished .The results of the design of this game is the realization of a first person shooter game application using unreal engine with features that can support the player 's interest in playing the game . It’s also introducing unreal engine to students who are interested in designing games.

2013 ◽  
Vol 3 (2) ◽  
pp. 77-90 ◽  
Author(s):  
Wee Hoe Tan

This paper is a retrospective case study of a game-based learning (GBL) researcher who cooperated with a professional gamer and a team of game developers to design and develop a coaching system for First-Person Shooter (FPS) players. The GBL researcher intended to verify the ecological validity of a model of cooperation; the developers wanted to assist FPS players in overcoming a bottleneck that hindered players from becoming professional gamers; while the professional gamer desired to venture into professional game coaching. The synergy generated by these individuals resulted the creation of FPS Trainer. The key challenge encountered in producing the system was to make in-game coaching and learning outcomes explicit while preserving FPS Trainer as a fun game. This paper illustrates how the challenge was overcome and discusses lessons learnt from the case study. The outcomes of the case study would benefit academics or game developers who plan to initiate cross-disciplinary cooperation for making coaching or training games.


MATICS ◽  
2012 ◽  
Author(s):  
Yunifa Miftachul Arif ◽  
Mochamad Hariadi ◽  
Supeno Mardi S. N

<p>Tujuan pengembangan kecerdasan buatan adalah untuk membuat aksi dan reaksi otonom agen atau NPC (Non-Player Character) dari game. Dua NPC bisa saling membantu dalam menjalankan strategi menyerang terhadap musuh. Penelitian ini menjelaskan tentang bagaimana membuat strategi menyerang yang dilakukan oleh NPC dengan menggunakan Hierarchy Finite State Machine untuk mendesain perilaku . Dua NPC yang dimaksud adalah NPC Scout yang bertugas memancing serangan musuh, dan NPC Sniper yang bertugas memberikan back up serangan dari jarak jauh.. Selanjutnya digunakan logika fuzzy untuk menentukan respon perilaku terhadap kondisi yang dihadapi. Perilaku yangdimaksud adalah menyerang brutal, menyerang, bertahan dan melarikan diri. Masing-masing perilaku diujicobakan dalam game First Person Shooter menggunakan Torque Game Engine. Dalam simulasi game terjadi respon perubahan perilaku masing-masing NPC terhadap kondisi yang dihadapi. Strategi menyerang dalam penelitian ini mempunyai tingkat kemenangan hingga 80% ketika diujicobakan dengan musuh yang mempunyai perilaku umum yaitu menyerang dan menghindari tembakan.</p><p> </p><strong>Kata kunci: </strong>NPC, strategi menyerang, HFSM, logika <em>fuzzy</em>.


2016 ◽  
Vol 5 (2) ◽  
pp. 96
Author(s):  
Paulina K. Ariningsih ◽  
Yun P. Mulyani ◽  
Kristianto A. Nugroho ◽  
Chandra S. Rahardjo

<p>Computer games, especially First Person Shooter (FPS) have become one of the fastest growing and most economically sucessful software in Indonesia. Given the potential economic benefits of the FPS games, it is important to design its user interface as usable as possible to win the market. In accordance, it is crucial to find out what user interface factors should be considered in designing an FPS game. These factors can be used as a designing guide for game developers in Indonesia. The purpose of this paper is to discover the main user interface factors that should be considered in designing an FPS game especially from usability point of view and to suggest improvement of the user interface in current FPS game.</p><span>Fourty (40) usabilty attributes from literature review are qualitatively grouped into 5 factors. Those factors are: Basic FPS Feature (BFF), Basic Game Feature (BGF), Display &amp; Sounds (D&amp;S), Help &amp; Hints (H&amp;H), and Enjoyment (E). Usability testing on the factors is conducted in three different groups of players: Novice, Experienced, and Expert. Mann-Withney Test are conducted to understand performance difference for each group. The result shows that BGF and H&amp;H are not significantly difference for all groups. While for BFF, the novice group tend to have different preference rather than other groups since there is not enough time duration given on novice users accessing the FPS feature. For D&amp;S, expert tend to have different preference rather than other groups. Some future research potentials are also proposed in this paper.</span>


Author(s):  
Nelly Indriani Widiastuti ◽  
Refi Meisadri

Game First Person Shooter (FPS) adalah game perang dengan senjata api yang menggunakan sudut pandang orang pertama dengan tampilan layar yang mensimulasikan apa yang dilihat melalui mata karakter yang dimainkan. Z-Virus merupakan game FPS yang dibuat menggunakan Blender Game Engine (BEG). Game Z-Virus memiliki kelemahan berupa Non-Player Character (NPC) musuh yang hanya bisa tidak memiliki kemampuan untuk memilih tindakan yang akan dilakukan sesuai dengan kondisi NPC saat itu.Penelitian ini bertujuan untuk membangun game FPS yang menarik dengan memberikan kecerdasan kepada NPC musuh untuk memutuskan opsi menyerang, bertahan ataupun melarikan diri. Aplikasi game ini menggunakan pemodelan berorientasi objekdan dibangun menggunakan unity 3d game engine serta menggunakan AlgoritmaA* (A Star) untuk pencarian jalan pada NPC dan Logika Fuzy (Fuzzy Logic) untuk pemilihan keputusan pergerakan NPC. Game ini berbasis desktop dan hanya dapat digunakan dengan sistem operasi windows xp keatas.Tahap pengujian yang dilakukan terdiri dari pengujian alpha berupa pengujian blackbox dan pengujian white box kemudian dilanjutkan dengan pengujian beta menggunakan kuesioner. Berdasarkan hasil pengujian yang telah dilakukan dapat disimpulkan bahwa dengan menerapkan algoritma A Star dan Fuzzy Logic pada NPC musuh dapat membuat NPC musuh lebih sulit dikalahkan dan membuat game lebih menarik dan menantang untuk dimainkan.


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