Rancang bangun game, Vincent Dharma Simanjaya, FTI UMN, 2019

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Team project ©2017 Dony Pratidana S. Hum | Bima Agus Setyawan S. IIP Hak cipta dan penggunaan kembali: Lisensi ini mengizinkan setiap orang untuk menggubah, memperbaiki, dan membuat ciptaan turunan bukan untuk kepentingan komersial, selama anda mencantumkan nama penulis dan melisensikan ciptaan turunan dengan syarat yang serupa dengan ciptaan asli. Copyright and reuse: This license lets you remix, tweak, and build upon work non-commercially, as long as you credit the origin creator and license it on your new creations under the identical terms.

Transcript of Rancang bangun game, Vincent Dharma Simanjaya, FTI UMN, 2019

Page 1: Rancang bangun game, Vincent Dharma Simanjaya, FTI UMN, 2019

Team project ©2017 Dony Pratidana S. Hum | Bima Agus Setyawan S. IIP 

 

 

 

 

 

Hak cipta dan penggunaan kembali:

Lisensi ini mengizinkan setiap orang untuk menggubah, memperbaiki, dan membuat ciptaan turunan bukan untuk kepentingan komersial, selama anda mencantumkan nama penulis dan melisensikan ciptaan turunan dengan syarat yang serupa dengan ciptaan asli.

Copyright and reuse:

This license lets you remix, tweak, and build upon work non-commercially, as long as you credit the origin creator and license it on your new creations under the identical terms.

Page 2: Rancang bangun game, Vincent Dharma Simanjaya, FTI UMN, 2019

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

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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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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

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