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RANCANG BANGUN GAME SPACE EXPLORER
MENGGUNAKAN PERLIN DAN RIDGED MULTIFRACTAL
NOISE
SKRIPSI
Diajukan sebagai salah satu syarat untuk memperoleh gelar
Sarjana Komputer (S.Kom.)
Vincent Dharma Simanjaya
00000008691
PROGRAM STUDI INFORMATIKA
FAKULTAS TEKNIK DAN INFORMATIKA
UNIVERSITAS MULTIMEDIA NUSANTARA
TANGERANG
2019
Rancang bangun game..., Vincent Dharma Simanjaya, FTI UMN, 2019
Rancang bangun game..., Vincent Dharma Simanjaya, FTI UMN, 2019
Rancang bangun game..., Vincent Dharma Simanjaya, FTI UMN, 2019
Rancang bangun game..., Vincent Dharma Simanjaya, FTI UMN, 2019
Rancang bangun game..., Vincent Dharma Simanjaya, FTI UMN, 2019
Rancang bangun game..., Vincent Dharma Simanjaya, FTI UMN, 2019
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RANCANG BANGUN GAME SPACE EXPLORER
MENGGUNAKAN PERLIN DAN RIDGED MULTIFRACTAL
NOISE
ABSTRAK
Pada zaman ini industri yang berhubungan dengan teknologi dan hiburan
sangatlah berkembang dengan pesat, salah satunya yaitu industri game. Dalam
pembuatannya game membutuhkan banyak tenaga kerja, tetapi dengan
menggunakan metode procedural content generation, developer dapat mengurangi
tenaga kerja yang dibutuhkan. Dalam metode tersebut terdapat beberapa cara untuk
mengimplementasikannya salah satunya adalah coherent noise. Terdapat beberapa
jenis coherent noise yaitu perlin noise dan ridged-multifractal noise. Dalam
penelitian ini, kedua noise tersebut digunakan untuk membangun planet, dimana
game dimainkan. Selain penggunaan dari coherent noise terdapat juga metode faux
gravity yang dikenal sebagai gravitational attraction dimana menjelaskan bahwa
setiap obyek memiliki gaya gravitasi, metode ini digunakan untuk membuat player
dan obyek-obyek yang dibuat dapat berada diatas planet. Penelitian ini dilakukan
untuk mencari tahu apakah perlin noise dan ridged-multifractal noise dapat
digunakan untuk membangun planet, dan mencari tahu seberapa besar video game
satisfaction dari pemain terhadap game. Penghitungan video game satisfaction
dilakukan dengan menghitung data yang didapatkan dari kuesioner Game User
Experience Satisfaction Scale. Setelah penghitungan GUESS selesai nilai video
game satisfaction yang didapatkan sebesar 74,666% yang artinya puas. Dapat
disimpulkan bahwa game space explorer berhasil dirancang dan dibangun
menggunakan perlin dan ridged-multifractal noise dan video game satisfaction
yang dirasakan pemain terhadap game dengan hasil puas.
Kata Kunci: coherent noise, game, GUESS, perlin noise, procedural content
generation, ridged-multifractal noise.
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viii
DESIGN AND DEVELOPMENT SPACE EXPLORER GAME
USING PERLIN AND RIDGED MULTIFRACTAL NOISE
ABSTRACT
Nowadays technology and entertainment industry grow very fast, one type of
them is game industry. In game development many human resource is needed, but
by using procedural content generation method developer can reduce the human
resource they need. There are many ways to implement that method, one of them is
using coherent noise. There are many kind of coherent noise, some example of them
is perlin noise and ridged-multifractal noise. In this research, those two noise is
use to create planet where the game played. Beside coherent noise there is faux
gravity method that known as gravitational attraction that explain for every object
have a gravitational force, this method is use to make player and every other object
created can stand above the planet. This research was conducted to find are perlin
noise and ridged-multifractal noise can be use to create planet and how much video
game satisfaction from the player to the game. Video game satisfaction value is
obtained by calculating using collected data from Game User Experience
Satisfaction Scale. After calculation of GUESS is done, the value of video game
satisfaction thet obtained is 74.666% that means satisfied. So this research can be
concluded that space explorer game is successfully designed and developed using
perlin noise and ridged-multifractal noise, and video game satisfaction that players
feel is satisfied.
Keywords: coherent noise, game, GUESS, perlin noise, procedural content
generation, ridged-multifractal noise.
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DAFTAR ISI
HALAMAN JUDUL ............................................................................................... i
HALAMAN PENGESAHAN ................................................................................ ii
PERNYATAAN TIDAK MELAKUKAN PLAGIAT .......................................... iii
PERNYATAAN PERSETUJUAN PUBLIKASI KARYA ILMIAH ................... iv
KATA PENGANTAR .............................................................................................v
ABSTRAK ............................................................................................................ vii
ABSTRACT ......................................................................................................... viii
DAFTAR ISI .......................................................................................................... ix
DAFTAR GAMBAR ............................................................................................. xi
DAFTAR TABEL ................................................................................................. xii
DAFTAR RUMUS .............................................................................................. xiii
DAFTAR LAMPIRAN ........................................................................................ xiv
BAB I PENDAHULUAN .......................................................................................1
1.1. Latar Belakang Masalah ...............................................................................1
1.2. Rumusan Masalah ........................................................................................3
1.3. Batasan Masalah ...........................................................................................3
1.4. Tujuan Penelitian .........................................................................................4
1.5. Manfaat Penelitian .......................................................................................4
1.6. Sistematika Penulisan ...................................................................................4
BAB II LANDASAN TEORI ..................................................................................6
2.1. Game Design ................................................................................................6
2.2. Procedural Coherent Noise ..........................................................................6
2.2.1. Perlin Noise ...........................................................................................7
2.2.2. Ridged Multifractal Noise .....................................................................9
2.2.3. Libnoise Library ....................................................................................9
2.3. Cube Sphere ...............................................................................................10
2.4. Faux Gravity ...............................................................................................11
2.5. Game Design Document ............................................................................12
2.6. Game User Experience Statisfaction Scale (GUESS) ................................14
BAB III METODOLOGI PENELITIAN DAN PERANCANGAN SISTEM ......15
3.1. Metodologi Penelitian ................................................................................15
3.2. Perancangan Aplikasi .................................................................................16
3.2.1. Game Design Document .....................................................................16
3.2.2. Flowchart.............................................................................................23
3.2.3. Desain Mockup ...................................................................................34
BAB IV IMPLEMENTASI DAN ANALISIS ......................................................38
4.1. Spesifikasi Perangkat .................................................................................38
4.2. Implementasi ..............................................................................................39
4.2.1. Cube Sphere ........................................................................................39
4.2.2. Procedural Coherent Noise .................................................................43
4.2.3. Faux Gravity........................................................................................46 4.3. Hasil Implementasi .....................................................................................47
4.4. Evaluasi ......................................................................................................51
BAB V SIMPULAN DAN SARAN ......................................................................56
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5.1. Simpulan ....................................................................................................56
5.2. Saran ...........................................................................................................57
DAFTAR PUSTAKA ............................................................................................58
LAMPIRAN ...........................................................................................................60
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DAFTAR GAMBAR
Gambar 2.1 Kumpulan Noise dan Hasil Akumulasi (Bevins, 2003) .......................8
Gambar 2.2 Contoh Ridged Noise 2 Dimensi ..........................................................9
Gambar 2.3 Icosahedron dan Cube Sphere ...........................................................10
Gambar 3.1 Flowchart Aplikasi Secara Umum .....................................................23
Gambar 3.2 Flowchart Before Play Scene .............................................................24
Gambar 3.3 Flowchart Main Scene .......................................................................25
Gambar 3.4 Flowchart After Play Scene ...............................................................27
Gambar 3.5 Flowchart Modul Generate Planet ....................................................28
Gambar 3.6 Flowchart Modul Generate Noise .....................................................30
Gambar 3.7 Flowchart Modul Spawner Controller...............................................32
Gambar 3.8 Tampilan Main Menu .........................................................................34
Gambar 3.9 Tampilan Halaman Controls ..............................................................35
Gambar 3.10 Tampilan Scene Before Play ............................................................35
Gambar 3.11 Tampilan Main Scene .......................................................................36
Gambar 3.12 Tampilan Pause Menu......................................................................36
Gambar 3.13 Tampilan Scene After Play ...............................................................37
Gambar 3.14 Tampilan You Lose ...........................................................................37
Gambar 4.1 Potongan Kode untuk Cube Sphere ...................................................39
Gambar 4.2 Potongan Kode untuk Register Faces ................................................40
Gambar 4.3 Potongan Kode untuk Draw Faces ....................................................41
Gambar 4.4 Potongan Kode untuk Pembuatan Noise ............................................43
Gambar 4.5 Potongan Kode untuk Modul Perlin Noise ........................................44
Gambar 4.6 Potongan Kode untuk Modul Ridged-Multifractal Noise ..................45
Gambar 4.7 Potongan Kode untuk Gravity Body ..................................................46
Gambar 4.8 Potongan Kode untuk Gravity Attractor (Faux Gravity) ...................46
Gambar 4.9 Tampilan Scene Main Menu...............................................................47
Gambar 4.10 Tampilan Scene Before Play ............................................................48
Gambar 4.11 Tampilan Scene Main .......................................................................48
Gambar 4.12 Tampilan Scene After Play ...............................................................49
Gambar 4.13 Tampilan Hasil Procedural Noise ....................................................49
Gambar 4.14 Tampilan Controls ...........................................................................50
Gambar 4.15 Tampilan You Lose ...........................................................................50
Gambar 4.16 Foto Sebagian Peserta Uji Coba .......................................................52
Gambar 4.17 Pie Chart Umur Peserta ...................................................................52
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DAFTAR TABEL
Tabel 2.1 Tabel Interval 7 Poin .............................................................................14
Tabel 3.1 Tabel Kendali Pemain ............................................................................19
Tabel 3.2 Tabel Visual Assets ................................................................................20
Tabel 3.3 Tabel Audio Assets .................................................................................22
Tabel 4.1 Tabel Perangkat Lunak dan Fungsi........................................................38
Tabel 4.2 Tabel Perangkat Keras dan Fungsi ........................................................38
Tabel 4.2 Tabel Hasil Perhitungan GUESS ...........................................................55
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DAFTAR RUMUS
Rumus 2.1 Rumus Ridged-Multifractal Noise ........................................................ 9
Rumus 2.2 Rumus Gravitational Attraction ..........................................................11
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DAFTAR LAMPIRAN
1. Daftar Riwayat Hidup
2. Hasil Kuesioner GUESS dari 31 Peserta
3. Game User Experience Satisfaction Scale (GUESS)
4. Formulir Bimbingan Skripsi
Rancang bangun game..., Vincent Dharma Simanjaya, FTI UMN, 2019