scholarly journals RANCANG BANGUN GAME TREASURE OF LABYRINTH DENGAN ALGORITMA BACKTRACKING BERBASIS ANDROID

2020 ◽  
Vol 14 (1) ◽  
pp. 46
Author(s):  
Rio Andriyat Krisdiawan ◽  
Ramdoni Ramdoni ◽  
Aji Permana

Games are one of the entertainment media which is the choice of almost everyone to get rid of boredom or just fill in spare time, there are also games used as hobbies and moreover games are now used as electronic sports (e-sports). Currently the game has many types of games, one of which is a type of puzzle game (puzzle). One puzzle game is a maze game. The labyrinth is a puzzle that has a complex branching form and has many dead ends. At the moment there are many labyrinth type games, but rarely are labyrinth games equipped with characters, enemies and a dynamic maze that can change if the game is repeated. To create a labyrinth game that has a dynamic labyrinth arena requires a labyrinth generator or can be called a labyrinth generator by utilizing the backtracking algorithm. This algorithm is powerful enough to be used in some problem solving and also to provide artificial intelligence in the game. The software methodology used in making games is the GDLC (Game Development Life Cycle). GDLC is a game development model that adopts an iterative approach consisting of 6 development phases, starting from the innitiation, pre-production, production, testing, beta and realese phases. for the generation of the labyrinth arena using the Backtracking algorithm while for testing this game uses the UAT (User Acceptment Test). The results of this study in the form of an adventure game based on a maze puzzle that is applied to mobile android. This game is played to train players in problem solving and entertainment facilities.Keywords: Puzzle Game, GDLC (Game Development Life Cycle), Backtracking Algorithm, Android

2018 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Mustofa Mustofa ◽  
Sidiq Sidiq ◽  
Eva Rahmawati

Perkembangan dunia yang dinamis mendorong percepatan perkembangan teknologi dan informasi. Dengan dorongan tersebut komputer yang dulunya dibuat hanya untuk membantu pekerjaan manusia sekarang berkembang menjadi sarana hiburan, permainan, komunikasi dan lain sebagainya. Dalam sektor hiburan salah satu industri yang sedang menjadi pusat perhatian adalah industri video game. Begitu banyaknya produk video game asing yang masuk ke dalam negeri ini memberikan tantangan kepada bangsa ini. Tentunya video game asing yang masuk ke negara ini membawa banyak unsur kebudayaan negara lain. Ini semakin membuat kebudayaan nusantara semakin tergeserkan dengan serangan kebudayaan asing melalui berbagai media. Maka dari itu peneliti mencoba untuk menerapkan Finite State Machine dalam merancang sebuah video game RPG (Role-Playing game) yang memperkenalkan kebudayaan. Dalam perancangan video game ini peneliti menggunakan metode GDLC(Game Development Life Cycle) agar penelitian ini berjalan secara sistematis. Dalam suatu perancangan video game tedapat banyak elemen, pada penelitian ini penulis lebih fokus pada pengendalian animasi karakter yang dimainkan pada video game ini. Dari perancangan yang dilakukan, disimpulkan bahwa Finite State Machine dapat digunakan untuk pengendalian animasi yang baik pada video game RPG. Diharapkan video game ini dapat menjadi salah satu media untuk mengenalkan kebudayaan nusantara


Repositor ◽  
2020 ◽  
Vol 2 (11) ◽  
pp. 1577
Author(s):  
Wahyu Wahono ◽  
Eko Budi Cahyono ◽  
Hariyady Hariyady

Penelitian ini bertujuan untuk membangun Game Role-Playing Game (RPG) berdasarkan cerita rakyat Timun Mas dan Raksasa. Pembangunan Game ini untuk memvisualisasikan cerita rakyat Timun Mas dan Raksasa. Cerita pada game berdasarkan cerita rakyat Timun Mas dan Raksasa yang berasal dari wilayah Jawa Tengah. Metode penelitian yang dipakai pada pembuatan game RPG ini yakni Game Development dimana tahapan penelitiannya terdiri dari pitch, pre-production, main production, alpha, beta, dan master. Pada penelitan ini berhasil membangun game RPG Timun Emas yang bersumber dari cerita rakyat Indonesia. Dengan terbangunnya game RPG ini diharapkan akan menarik minat anak-anak untuk memainkannya, terlebih lagi game ini dapat menjadi media penyampai informasi tentang cerita rakyat bagi anak-anak Indonesia pada umumnya.


Author(s):  
Ahmad Chusyairi

Game Labirin Let’s Clear Up The World menceritakan kisah seorang anak yang mencintai kebersihan dan keindahan untuk mengubah lingkungan kotor menjadi tempat yang lebih bersih. Untuk membersihkan area, anak tersebut harus menemukan seluruh sampah yang terdapat pada area itu dan memilahnya ke dalam tempat sampah sesuai dengan jenis sampah yang ditemukan. Tujuan game ini adalah mengumpulkan sampah dan mengubahnya menjadi alat untuk membasmi wabah yang ditimbulkan dari kerusakan lingkungan dari keadaan sebelumnya sehingga menjadikan lingkungan aman dan bebas dari wabah. Game Development Life Cycle digunakan sebagai metode dalam penelitian ini. Hasil yang didapatkan adalah Game Labirin Let’s Clear Up The World menumbuhkan kesadaran manusia terhadap kebersihan lingkungan yang dapat menyebabkan kerusakan lingkungan dan timbulnya wabah penyakit terutama keberadaan sampah yang menumpuk, sehingga menyebabkan perubahan lingkungan menjadi daerah kumuh dengan pertumbuhan wabah.


2019 ◽  
Vol 4 (1) ◽  
pp. 38
Author(s):  
Azil Fahrurozie

<p><em>This event will be based on research by learning how important the Computer against the primary level, since with the introduction of computerized technology early on then the child will be familiar with computerized technology in the future.From all types of media, interactive entertainment media learning learning through games including one that has more value, because basically the game is for entertainment and with the Foundation of the learning media can make kids or students being more pleased in learning because they can play while learning at the same time.Making this game aims to add insight to children of the importance of technology, through this interactive game expected user or users feel interested and not feel bored in study.The research method used was the Software Development Life Cycle (SDLC) Water Fall and Game Design Document (GDD) who used the stage of the research (1) stage of analysis, (2) the stage of design, the programming phase (3), (4) the stage of testing, (5) stages maintenance.Needs analysis stage includes material and hardware and software requirements specifications.This form of the game is about questions concerning about the device and the computer functions with multiple choice answers.As well as answering the test, players stay clicking one answer to every question that appears by using the games with java applications.</em></p><p> </p>


2020 ◽  
Vol 1 (1) ◽  
pp. 13-24
Author(s):  
Moch. Kholil ◽  
Rafika Akhsani ◽  
Kristinanti Charisma

Abstrak Objektif. Game edukasi merupakan bentuk permainan yang dikemas untuk merangsang daya pikir manusia. Game edukasi dapat dijadikan salah cara untuk menarik perhatian dari seseorang supaya mau belajar tentang suatu hal dengan cara yang tidak membosankan atau belajar dengan cara yang menyenangkan. Sampah merupakan hasil sisa dari kegiatan manusia. Saat ini, banyak sampah yang berserakan terlihat disepanjang bantaran sungai. Hal ini menjadi salah satu masalah yang sangat berbahaya. Penanggulangan terhadap masalah sampah sudah sering dilakukan oleh pihak pemerintah maupun warga. Namun demikian, banyak juga warga yang belum bisa merubah kebiasaan membuang sampah di sembarang tempat. Penelitian ini bertujuan untuk merancang sebuah permainan yang diharapkan dapat membantu meningkatkan kesadaran masyarakat terkait pengelolaan sampah. Material and Metode. Pengembangan game menggunakan metode Game Development Life Cycle.  Dalam metode GDLC terdapat 5 tahapan yaitu mulai dari prototype, pre-production, production, beta, sampai dengan live. Hasil. Pengembangan game menghasilkan jenis game edukasi tentang pilah sampah. Hasil dari penelitian ini menunjukkan bahwa game edukasi pilah sampah yang telah diujikan kepada 50 responden meghasilkan nilai rata-rata tingkat kesenangan dalam bermain game sebesar 70%. Kesimpulan. Dengan mengacu pada metode Game Development Life Cycle (GDLC) dalam pengembangan game edukasi menjadi lebih terstruktur dari setiap tahapan yang dikerjakan.   Abstrak Objective. Educational game is a form of game that is equipped to think of human power. Educational games can be used as a way to attract the attention of someone who wants to learn about something in a way that cannot be done or learn in a fun way. Garbage is a residual product of human activities. At present, a lot of littering garbage can be seen along the riverbanks. This has become one of the most dangerous problems. Prevention of waste problems has often been done by the government or citizens. However, there are also many citizens who have not been able to change the habit of littering in any place. This research discusses game planning which is expected to help increase public awareness regarding waste management.. Materials and Methods. Game development uses the Game Development Life Cycle method. In the GDLC method there are 5 stages, starting from prototype, pre-production, production, beta, to live. Results. Game development generates types of educational games about waste sorting. The results of this study indicate that the educational waste sorting game that has been tested on 50 respondents produced an average value of pleasure in playing a game of 70%.. Conclusion. By referring to the Game Development Life Cycle (GDLC) method in the development of educational games, it becomes more structured from each stage undertaken..


2017 ◽  
Vol 5 (1) ◽  
pp. 29
Author(s):  
Ghali Adyo Putra ◽  
Rinta Kridalukmana ◽  
Kurniawan Teguh Martono

Virtual Reality is three-dimensional technology and developing rapidly at the moment. Therefore, Virtual Reality technology implementation will be useful for people. One of this implementation is in clinical fields, which is for handling phobia. One of the therapies provided by a therapist to patients is by using flooding technique that faces the patient on the situation that confronts the making of fear until no longer feel anxious. In some cases, the flooding technique for acrophobia almost impossible because of the level of dangerous and the expensive cost.By using game engine Unity and Multimedia Development Life Cycle (MDLC) method which has six stages, concept, design, material collection, assembly, testing, and distribution, application development Android-based Virtual Reality will resolve the issue.Based on the results of Black-box method, functions from the application of virtual reality simulation as a tool for the treatment of acrophobia has already worked well. Further research is needed to find out the impact of application in the medical sector.Acrophobia merupakan jenis fobia yang membuat individu merasakan kegelisahan, ketegangan, dan rasa tidak nyaman ketika berada pada ketinggian. Hal itu yang membuat penderita acrophobia tidak bebas melakukan aktivitas sehari-hari. Untuk mengatasinya, dibutuhkan terapi ke psikiater untuk menyembuhkan acrophobia tersebut. Dalam teknik terapi, ada yang dinamakan flooding, yaitu menempatkan penderita ke situasi yang membuat ketakutan sampai penderita tidak merasa cemas. Teknik flooding sangat berbahaya jika diterapkan pada penderita acrophobia. Teknologi Virtual Reality sudah digunakan untuk menangani penderita acrophobia, tetapi teknologi yang ada masih mahal. Maka dari itu diperlukannya teknologi yang murah supaya penderita acrophobia dapat melakukan terapi dengan aman. Dengan menggunakan Multimedia Development Life Cycle sebagai metode pengembangannya, Unity, dan aplikasi berbasis Android dapat mengatasi masalah tersebut. Pembuatan simulasi 3D Virtual Reality sebagai alat bantu terapi acrophobia berbasis Android telah berhasil dibuat. Namun, diperlukan penelitian lebih lanjut untuk melihat dampak lebih lanjut pada bidang klinis.


2021 ◽  
Vol 1 (1) ◽  
pp. 25-37
Author(s):  
Aulia Akhrian Syahidi ◽  
Ahmad Riyadi ◽  
Siti Zakiah ◽  
Maya Astuti

Sultan Suriansyah was the King of Bandarmasih (the First King of Banjar) who ruled from 1520-1540 and was the first king to embrace Islam. Tourism-related to the tomb of Sultan Suriansyah is very popular among the people of Banjar. However, the folklore that tells about Sultan Suriansyah is not as popular as his tomb, many young people today don't know it, even across Indonesia it is also not well known for this folklore from South Kalimantan. The purpose of this research is to design and build a folklore game with an action-adventure genre that adapts the story of Sultan Suriansyah to preserve Banjarmasin folklore and as a means to understand grammar in the Banjar language. The research method used is the Game Development Life Cycle with stages in the form of Pre-Production, Production, Testing, and Post-Production. The results show that the game design has been produced in the form of a storyboard and then developed using Godot Engine software with the output of the (.apk) extension application that can be installed on mobile devices. Then the Playtesting and Gameflow testing was also carried out which involved 50 respondents as players with an age range of 13-15 years, the results showed that the games built and tested had met the elements and criteria with an overall average value of 4.84 and no bugs were found in the game. Tests related to player knowledge and justification for using games as a media to preserve folklore and a means to understand the Banjarese language have also been carried out with very good results.


Author(s):  
Janne Paavilainen ◽  
Hannu Korhonen ◽  
Elina Koskinen ◽  
Kati Alha

The fierce competition in the video games market and new revenue models such as free-to-play emphasize the importance of good playability for first-time user experience and retention. Cost-effective and flexible evaluation methods such as heuristic evaluation is suitable for identifying playability problems in different phases of the game development life cycle. In this chapter we introduce the heuristic evaluation method with updated playability heuristics, present example studies on identifying playability problems in social network games, and propose new heuristics for evaluating free-to-play games.


Author(s):  
Sahana Prabhu Shankar ◽  
Supriya M. S. ◽  
Naresh E.

Design thinking is often thought of as a creative way of problem solving. People are told to believe what they are told and what they read, and with that is the downfall of creativity. Designers need to see the world through the eyes of a 5-year-old. People needs to give themselves permission to be creative. It takes intelligence to answer a question, but it also takes creativity to answer the question. People have to imagine the world as it never existed before. Design thinking can be termed as “consumer-centric”, “end-user centric” or simply “human-centric” thinking. It works from the perspective of the user in general with user satisfaction being the primary goal. The methodology that I adopted is thinking from the user's perspective and working towards user's satisfaction as the goal. Design thinking is a problem-solving technique evolved in different fields like architecture, engineering, and business. The key element to the success of designing a software system lies in user participation. Therefore, it was basically developed to derive a solution by understanding the user's need.


2018 ◽  
Vol 1 (2) ◽  
pp. 14-23
Author(s):  
Mohammad AL_ Ansari

The games in our time are the main factor in the world of entertainment and it does not depend on young children, but also enjoyed by the elderly and also have the ability to influence their behavior, which leads to new ideas and strategies that affect the positive character of the game .,, But also are used for serious purposes and can be launched on various areas such as health care and education. We will try to highlight software development in the game development process and will try to bridge the gap between the software developments processes used to develop the games.


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