scholarly journals Game Labirin Let’s Clear Up The World Menggunakan Metode Game Development Life Cycle

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.

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.


10.32441/no1 ◽  
2018 ◽  
Vol 1 (1) ◽  
pp. 48-54
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.


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.


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..


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.


2015 ◽  
Vol 77 (19) ◽  
Author(s):  
Aslina Baharum ◽  
Azizah Jaafar

Websites play an important role as a communication tool between people around the world. This phenomenon introduces the medium of communication, the user interface (UI), between humans and machines as a key player. The existing web development process recognizes this importance but does not follow any precise guidelines for the construction of UI as an activity within the system development life cycle. This paper describes a method for constructing UI based on users’ Mental Model patterns (uMMp) from the localization of web objects. This method can be incorporated into the development process in order to better fulfill users’ expectations. The uMMp describe interface design solutions favouring the development of a UI. 


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.


Author(s):  
I Gede Edy Antara ◽  
I Made Putrama ◽  
I Gede Partha Sindu

Penelitian ini bertujuan untuk mengimplementasikan game tradisional megala-gala berbasis android dan mengetahui bagaimana hasil dari respon pengguna dalam implementasinya. Pengembangan game tradisional megala-gala menggunakan metode GDLC (Game Development Life Cycle) yang terdiri dari initiation, pre-production, production, testing, beta dan relesase dengan berlandaskan atas lenses theory agar hasil game yang dibuat menjadi baik. Hasil penelitian ini menunjukkan respon yaitu untuk uji kasus 1 : penggunaan aplikasi pada perangkat android yang berbeda mendapatkan rata-rata hasil 86%, dimana terdapat ketidaksesuaikan tampilan pada perangkat yang memiliki ratio layar 18:9 dan 19:9. Uji kasus 2 : kebenaran proses aplikasi mendapatkan rata-rata hasil 100%, artinya aplikasi sudah berjalan dengan sangat baik sesuai fungsinya. Uji kasus 3 : tampilan, kualitas teknis dan leveling mendapatkan rata-rata hasil 90% yang artinya aplikasi sudah kategori sangat baik. Uji kasus 4 : kelayakan aplikasi sebagai game tradisional, mendapatkan hasil rata-rata nilai 100% yang artinya game ini layak sebagai media pengenalan dan pelestari permainan tradisional megala-gala. Kata Kunci :       Permainan Tradisional, Megala-gala, GDLC, Game Development Life Cycle, Lenses Theory.


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