RANCANG BANGUN GAME PERANG PANDAN … Awal.pdf · iii LEMBAR PERNYATAAN Dengan ini saya menyatakan...
Transcript of RANCANG BANGUN GAME PERANG PANDAN … Awal.pdf · iii LEMBAR PERNYATAAN Dengan ini saya menyatakan...
RANCANG BANGUN GAME PERANG PANDAN
MENGGUNAKAN METODE DYNAMIC DIFFICULTY
ADJUSTMENT
PADA PLATFORM ANDROID
TUGAS AKHIR
Diajukan guna memenuhi sebagai persyaratan dalam rangka menyelesaikan
Pendidikan Sarjana Strata Satu (S1) Jurusan Teknologi Informasi
DEWA GEDE ANOM SURYA PRAKTIYASA
NIM. 1204505045
JURUSAN TEKNOLOGI INFORMASI
FAKULTAS TEKNIK
UNIVERSITAS UDAYANA
2016
ii
RANCANG BANGUN GAME PERANG PANDAN
MENGGUNAKAN METODE DYNAMIC DIFFICULTY
ADJUSTMENT
PADA PLATFORM ANDROID
TUGAS AKHIR
Diajukan guna memenuhi sebagai persyaratan dalam rangka menyelesaikan
Pendidikan Sarjana Strata Satu (S1) Jurusan Teknologi Informasi
DEWA GEDE ANOM SURYA PRAKTIYASA
NIM. 1204505045
JURUSAN TEKNOLOGI INFORMASI
FAKULTAS TEKNIK
UNIVERSITAS UDAYANA
2016
iii
LEMBAR PERNYATAAN
Dengan ini saya menyatakan bahwa dalam Proposal Tugas Akhir ini tidak
terdapat karya yang pernah diajukan untuk memperoleh gelar kesarjanaan di suatu
perguruan tinggi dan sepanjang pengetahuan saya juga tidak terdapat karya atau
pendapat yang pernah ditulis atau diterbitkan oleh orang lain, kecuali yang secara
tertulis diacu dalam naskah ini dan disebutkan dalam daftar pustaka.
Jimbaran, 24 Juni 201626
Pebruari 2016
Dewa Gede Anom Surya Praktiyasa
iv
LEMBAR PENGESAHAN TUGAS AKHIR
v
BERITA ACARA TUGAS AKHIR
vi
KATA PENGANTAR
Puji dan syukur penulis panjatkan kehadapan Tuhan Yang Maha Esa,
karena atas Berkat RahmatNya, akhirnya penulis dapat menyelesaikan Tugas
Akhir ini. Tugas Akhir yang berjudul “Rancang Bangun Game Perang Pandan
Menggunakan Metode Dynamic Difficulty Adjustment Pada Platform
Android” ini disusun sebagai syarat untuk memenuhi sebagian persyaratan
menyelesaikan Program Sarjana S-1 pada Program Studi Teknologi Informasi
Universitas Udayana.
Dalam penyusunan Tugas Akhir ini, penulis mendapatkan petunjuk dan
bimbingan dari berbagai pihak. Sehubungan dengan hal tersebut pada kesempatan
ini penulis menyampaikan ucapan terima kasih kepada :
1. Bapak Prof. Ir. Ngakan Putu Gede Suardana, MT.,Ph.D. selaku Dekan
Fakultas Teknik Universitas Udayana.
2. Bapak Dr. Eng. I Putu Agung Bayupati, ST., MT. selaku Ketua Jurusan
Teknologi Informasi Universitas Udayana.
3. Bapak A. A. Kt Agung Cahyawan Wiranatha, ST.,MT., selaku dosen
pembimbing I dan Ibu Ni Kadek Dwi Rusjayanthi, ST.,MT., selaku dosen
pembimbing II yang telah banyak memberikan bimbingan dan masukan
dalam penyusunan tugas akhir ini.
4. Bapak A.A Kompiang Oka Sudana, S.Kom., MT. selaku dosen
pembimbing akademik, yang telah memberikan bimbingan selama
menempuh pendidikan di Jurusan Teknologi Informasi Universitas
Udayana.
5. Kedua orang tua dan keluarga yang telah memberikan dukungan dan
motivasi dalam pembuatan tugas akhir ini.
6. Teman-teman seperjuangan dan segenap civitas di Jurusan Teknologi
Informasi Universitas Udayana yang telah memberikan sumbangan ide,
pemikiran, dan dukungan dalam penyusunan tugas akhir ini.
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Penulis menyadari tugas akhir ini masih jauh dari sempurna. Akhir kata
penulis memohon maaf jika ada kesalahan dalam penulisan tugas akhir ini.
Denpasar, 24 Juni 2016
Penulis
Dewa Gede Anom Surya Praktiyasa
viii
ABSTRAK
Game selain sebagai hiburan, juga dapat digunakan sebagai media
pengenalan kebudayaan daerah, salah satunya adalah kebudayaan Perang Pandan.
Perang Pandan merupakan kebudayaan daerah yang berasal dari Desa Tenganan
Pegringsingan, Kabupaten Karangasem. Perang Pandan merupakan sebuah prosesi
yang dilakukan dengan menggunakan pandan berduri sebagai senjata untuk
menyerang dan tameng dari rotan yang dianyam untuk bertahan. Game Perang
Pandan menerapkan metode Dynamic Difficulty Adjustment. Metode ini secara
otomatis menyesuaikan tingkat kesulitan pada game dengan kemampuan
pengguna. Game Perang Pandan menerapkan parameter pemilihan lawan dan
penambahan hitpoints berdasarkan waktu pertandingan. Hasil uji coba penerapan
metode terhadap 10 orang responden menunjukkan persentase kemenangan yang
diperoleh sebanyak 90% pada level normal, persentase kemenangan sebanyak
80% pada level sulit, dan skor untuk tipe permainan Survival dengan rentang
dimulai dari 3 dan yang paling banyak adalah 5 dimana rata-rata waktu yang
diperlukan untuk menyelesaikan satu ronde permainan berkisar antara 30 detik
sampai dengan 63 detik.
Kata Kunci: Dynamic Difficulty Adjustment, Game, Kebudayaan, Perang Pandan,
Tenganan Pengringsingan
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ABSTRACT
Games other than as entertainment, it can also be used as a medium for the
introduction of the regional culture, one of which is the culture of Perang Pandan.
Perang Pandan is a culture from the village of Tenganan Pegringsingan,
Karangasem regency. Perang Pandan is a procession carried out by using barbed
pandanus as weapon to attack and a shield of woven rattan to survive. Perang
Pandan game applying the method of Dynamic Difficulty Adjustment. This
method automatically adjusts the difficulty level of the game with the ability of
the user. Perang Pandan game implement opponent election parameters and
additional hitpoints based on the scheduled time. The results of the trial
application of the method against 10 respondents indicate the percentage of
victories gained as much as 90% on the normal level, winning percentage as much
as 80% at the level difficult, and scores for the types of Survival game type with
the range starting from the third and the most are five where the average time it
takes to complete one round of games ranged from 30 seconds to 63 seconds.
Keywords: Dynamic Difficulty Adjustment, Game, Culture, Perang Pandan,
Tenganan Pengringsingan
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DAFTAR ISI
HALAMAN SAMPUL .......................................................................................... i
HALAMAN JUDUL ............................................................................................ ii
LEMBAR PERNYATAAN ................................................................................. iii
LEMBAR PENGESAHAN TUGAS AKHIR .................................................... iv
BERITA ACARA TUGAS AKHIR ...................................................................... v
KATA PENGANTAR .......................................................................................... vi
ABSTRAK .......................................................................................................... viii
ABSTRACT .......................................................................................................... ix
DAFTAR ISI ........................................................................................................... x
DAFTAR GAMBAR .......................................................................................... xiii
DAFTAR TABEL............................................................................................... xvi
DAFTAR KODE PROGRAM ......................................................................... xvii
BAB I PENDAHULUAN ....................................................................................... 1 1.1 Latar Belakang Masalah.................................................................................... 1
1.2 Rumusan Masalah ............................................................................................. 3
1.3 Tujuan Penelitian .............................................................................................. 3
1.4 Manfaat Penelitian ............................................................................................ 3
1.5 Batasan Masalah ............................................................................................... 4
1.6 Sistematika Penulisan ....................................................................................... 4
BAB II KAJIAN PUSTAKA ................................................................................. 7
2.1 State of the Art .................................................................................................. 7
2.2 Fish Bone .......................................................................................................... 8
2.3 Game ................................................................................................................. 9
2.4 Genre Game ...................................................................................................... 9
2.5 Perang Pandan ................................................................................................. 12
2.5.1 Sejarah Perang Pandan .......................................................................... 12
2.5.2 Atribut .................................................................................................... 13
2.6 Pemodelan Sistem ........................................................................................... 14
2.6.1 Use Case Diagram................................................................................. 14
2.6.2 Flowchart............................................................................................... 14
2.6.3 Activity Diagram.................................................................................... 16
2.7 Dynamic Difficulty Adjustment ....................................................................... 16
2.7.1 Elemen pada Metode Dynamic Difficulty Adjustment ........................... 17
2.7.2 Flow pada Game .................................................................................... 17
2.8 Corona SDK .................................................................................................... 18
2.9 Inkscape .......................................................................................................... 19
BAB III METODOLOGI DAN PERANCANGAN SISTEM .......................... 21 3.1 Tempat dan Waktu Penelitian ......................................................................... 21
3.2 Data ................................................................................................................. 21
3.3 Metodologi Penelitian ..................................................................................... 22
3.3.1 Pendekatan Solusi Berbasis Tujuan (Studi Literatur)............................ 23
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3.3.2 Identifikasi Masalah dan Motivasi ........................................................ 23
3.3.3 Penentuan Tujuan Penelitian ................................................................. 23
3.3.4 Perancangan dan Pengembangan Solusi................................................ 24
3.3.5 Demo ..................................................................................................... 24
3.3.6 Pengujian ............................................................................................... 24
3.3.7 Pembahasan ........................................................................................... 24
3.3.8 Kesimpulan ............................................................................................ 24
3.4 Gambaran Umum ............................................................................................ 25
3.5 Gameplay ........................................................................................................ 26
3.5.1 Tipe Permainan Klasik .......................................................................... 27
3.5.2 Tipe Permainan Survival ....................................................................... 29
3.6 Rencana User Interface ................................................................................... 30
3.7 Perancangan Atribut Game ............................................................................. 36
3.7.1 Perancangan Karakter ............................................................................ 36
3.7.2 Perancangan Background ...................................................................... 39
3.7.3 Perancangan Button ............................................................................... 40
3.7.4 Perancangan Hitpoints ........................................................................... 41
3.8 Alur Game ....................................................................................................... 43
3.8.1 Skenario Game ...................................................................................... 43
3.8.2 Tipe Permainan Klasik .......................................................................... 45
3.8.3 Tipe Permainan Survival ....................................................................... 46
3.8.4 Pemilihan Lawan Tipe Permainan Survival .......................................... 47
3.8.5 Penambahan Hitpoints ........................................................................... 48
3.8.6 Penambahan Darah Tipe Permainan Survival ....................................... 48
3.9 Perancangan Diagram ..................................................................................... 49
3.9.1 Use Case Diagram................................................................................. 49
3.9.2 Activity Diagram.................................................................................... 50
BAB IV PEMBAHASAN DAN ANALISIS SISTEM ....................................... 58 4.1 Konfigurasi Hardware .................................................................................... 58
4.2 Konfigurasi Software ...................................................................................... 58
4.3 Kode Program Game ....................................................................................... 58
4.3.1 Kode Program Pemilihan Lawan Tipe Permainan Survival .................. 59
4.3.2 Kode Program Penambahan Hitpoints .................................................. 59
4.3.3 Kode Program Penambahan Darah........................................................ 61
4.3.4 Kode Program Transition ...................................................................... 61
4.3.5 Kode Program Button ............................................................................ 62
4.3.6 Kode Program Collusion dan Koordinat ............................................... 63
4.4 Hasil Perancangan ........................................................................................... 65
4.4.1 Splashscreen .......................................................................................... 65
4.4.2 Loading Scene........................................................................................ 66
4.4.3 Scene Menu Utama ................................................................................ 67
4.4.4 Scene Awal Cerita ................................................................................. 67
4.4.5 Scene Pilih Tipe Permainan ................................................................... 68
4.4.6 Scene Tipe Permainan Klasik ................................................................ 69
4.4.7 Scene Tipe Permainan Survival ............................................................. 74
4.4.8 Scene Opsi ............................................................................................. 78
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4.4.9 Scene Tentang........................................................................................ 79
4.5 Uji Coba pada Device ..................................................................................... 79
4.6 Pengujian Metode Dynamic Difficulty Adjustment ......................................... 84
4.6.1 Pengujian Game Perang Pandan dengan Metode Dynamic Difficulty
Adjustment ....................................................................................................... 85
4.6.2 Pengujian Game Perang Pandan tanpa Metode Dynamic Difficulty
Adjustment ....................................................................................................... 87
4.7 Analisa Sistem ................................................................................................ 89
4.7.1 Metode Pengambilan Data..................................................................... 89
4.7.2 Kriteria Variabel .................................................................................... 89
4.7.3 Penetapan Skor ...................................................................................... 91
4.8 Perhitungan dan Penyajian Data ..................................................................... 91
4.8.1 Aspek Pengalaman Pengguna ................................................................ 91
4.8.2 Aspek User Interface Game .................................................................. 94
4.8.3 Aspek Rekayasa Perangkat Lunak Game .............................................. 96
4.8.4 Aspek Entertainment Game................................................................... 98
4.8.5 Aspek Content Game ........................................................................... 100
4.8.6 Aspek Overall Game ........................................................................... 102
4.9 Kelebihan dan Kekurangan Sistem ............................................................... 104
4.9.1 Kelebihan Sistem ................................................................................. 104
4.9.2 Kekurangan Sistem .............................................................................. 105
BAB V PENUTUP .............................................................................................. 107 5.1 Simpulan ....................................................................................................... 107
5.2 Saran ............................................................................................................. 108
DAFTAR PUSTAKA ......................................................................................... 109
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DAFTAR GAMBAR
Gambar 2.1 Fish Bone............................................................................................. 8
Gambar 2.2 Tradisi Perang Pandan ....................................................................... 13
Gambar 2.3 Contoh Flow pada Game ................................................................... 18
Gambar 2.4 Logo Corona SDK ............................................................................. 18
Gambar 3.1 Metodologi DSRM ............................................................................ 22
Gambar 3.2 Gambaran Umum Game Perang Pandan ........................................... 25
Gambar 3.3 Skema Pemilihan Karakter Tipe Permainan Klasik .......................... 27
Gambar 3.4 Skema Pemilihan Arena Tipe Permainan Klasik .............................. 28
Gambar 3.5 Skema Gameplay Tipe Permainan Klasik ......................................... 28
Gambar 3.6 Skema Pemilihan Karakter Tipe Permainan Survival ....................... 29
Gambar 3.7 Layer User Interface ......................................................................... 30
Gambar 3.8 Rencana User Interface Menu Utama ............................................... 31
Gambar 3.9 Rencana User Interface Scene Awal Cerita ...................................... 31
Gambar 3.10 Rencana User Interface Scene Pilih Tipe Permainan...................... 32
Gambar 3.11 Rencana User Interface Scene Pilih Karakter/Lawan Tipe Permainan
Klasik .................................................................................................................... 32
Gambar 3.12 Rencana User Interface Scene Pilih Karakter Tipe Permainan
Survival ................................................................................................................. 33
Gambar 3.13 Rencana User Interface Scene Pilih Arena Tipe Permainan Klasik 33
Gambar 3.14 Rencana User Interface Scene Skor Tertinggi ................................ 34
Gambar 3.15 Rencana User Interface Scene Gameplay ....................................... 34
Gambar 3.16 Rencana User Interface Scene Opsi ................................................ 35
Gambar 3.17 Rencana User Interface Scene Tutorial ........................................... 35
Gambar 3.18 Rencana User Interface Scene Tentang ........................................... 36
Gambar 3. 19 Tools Circles dan Tools Rectangles pada Inkscape ....................... 37
Gambar 3. 20 Rancangan Karakter pada Game Perang Pandan ........................... 37
Gambar 3. 21 Tools Draw Bezier dan Tools Edit Paths pada Inkscape ............... 38
Gambar 3. 22 Pembuatan Bentuk Tangan dengan Tools Draw Bezier ................. 38
Gambar 3. 23 Pembuatan Bentuk Tangan dengan Tools Edit Paths .................... 38
Gambar 3. 24 Tools Fill pada Inkscape ................................................................ 39
Gambar 3. 25 Pewarnaan Objek Tangan dengan Tools Fill ................................. 39
Gambar 3.26 Rancangan Asset Background pada Game Perang Pandan ............. 40
Gambar 3. 27 Tools Create and Edit Text pada Inkscape ..................................... 40
Gambar 3.28 Rancangan Asset Button .................................................................. 41
Gambar 3.29 Ramcangan Variabel Kekuatan dan Kecepatan .............................. 41
Gambar 3.30 Rancangan Bar Darah dan Bar Jurus Spesial .................................. 42
Gambar 3.31 Skenario Game Perang Pandan ....................................................... 43
Gambar 3.32 Alur Tipe Permainan Klasik ............................................................ 45
Gambar 3.33 Alur Tipe Permainan Survival......................................................... 46
Gambar 3.34 Alur Pemilihan Lawan Tipe Permainan Survival ........................... 47
Gambar 3.35 Alur Penambahan Hitpoints ............................................................ 48
Gambar 3.36 Alur Penambahan Health ................................................................ 49
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Gambar 3.37 Use Case Diagram Game Perang Pandan ....................................... 50
Gambar 3.38 Activity Diagram Start Game .......................................................... 51
Gambar 3.39 Activity Diagram Tipe Permainan Klasik ....................................... 52
Gambar 3.40 Activity Diagram Tipe Permainan Survival .................................... 53
Gambar 3.41 Activity Diagram Skor Tertinggi pada Tipe Permainan Survival ... 54
Gambar 3.42 Activity Diagram Opsi ..................................................................... 55
Gambar 3.43 Activity Diagram Tutorial ............................................................... 56
Gambar 3.44 Activity Diagram Tentang ............................................................... 57
Gambar 4.1 Tampilan Scene Splashscreen Pertama ............................................. 65
Gambar 4.2 Tampilan Scene Splashscreen Kedua ................................................ 66
Gambar 4.3 Tampilan Loading Scene ................................................................... 66
Gambar 4.4 Tampilan Scene Menu Utama ........................................................... 67
Gambar 4.5 Tampilan Scene Awal Cerita ............................................................. 68
Gambar 4.6 Tampilan Pilih Tipe Permainan......................................................... 68
Gambar 4.7 Tampilan Scene Pilih Karakter .......................................................... 69
Gambar 4.8 Tampilan Scene Pilih Lawan ............................................................. 70
Gambar 4.9 Tampilan Scene Pilih Arena .............................................................. 70
Gambar 4.10 Tampilan Scene Pilih Level Permainan .......................................... 71
Gambar 4.11 Tampilan Popup Scene Gameplay Tipe Permainan Klasik ............ 71
Gambar 4.12 Tampilan Scene Gameplay Tipe Permainan Klasik ........................ 72
Gambar 4.13 Tampilan Menu Pause .................................................................... 72
Gambar 4.14 Tampilan Menu Ulangi Permainan ................................................. 73
Gambar 4.15 Tampilan Popup Menang ................................................................ 73
Gambar 4.16 Tampilan Popup Kalah.................................................................... 74
Gambar 4.17 Tampilan Scene Pilih Karakter ........................................................ 75
Gambar 4.18 Tampilan Scene Skor Tertinggi ....................................................... 75
Gambar 4.19 Tampilan Scene Popup Skor ........................................................... 76
Gambar 4.20 Tampilan Scene Gameplay Tipe Permainan Survival ..................... 76
Gambar 4.21 Tampilan Menu Pause .................................................................... 77
Gambar 4.22 Tampilan Menu Ulangi Permainan ................................................. 77
Gambar 4.23 Tampilan Menu Opsi ....................................................................... 78
Gambar 4.24 Tampilan Menu Tutorial ................................................................. 78
Gambar 4.25 Tampilan Menu Tentang ................................................................. 79
Gambar 4.26 Tampilan Menu Utama.................................................................... 80
Gambar 4.27 Tampilan Pilih Karakter Tipe Permainan Klasik ............................ 81
Gambar 4.28 Tampilan Gameplay Tipe Permainan Klasik .................................. 81
Gambar 4.29 Tampilan Popup Menang ................................................................ 82
Gambar 4.30 Tampilan Popup Kalah.................................................................... 83
Gambar 4.31 Tampilan Skor Tertinggi ................................................................. 83
Gambar 4.32 Tampilan Popup Skor...................................................................... 84
Gambar 4.33 Record Data Waktu Pertandingan................................................... 85
Gambar 4.34 Diagram Aspek Pengalaman Pengguna .......................................... 93
Gambar 4.35 Diagram Aspek Grafis ..................................................................... 95
Gambar 4.36 Diagram Aspek Rekayasa Perangkat Lunak ................................... 98
Gambar 4.37 Diagram Aspek Entertaiment Game ............................................. 100
Gambar 4.38 Diagram Aspek Content Game ..................................................... 102
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Gambar 4.39 Diagram Aspek Overall Game ...................................................... 104
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DAFTAR TABEL
Tabel 2.1 Simbol Flowchart ................................................................................. 14
Table 3.1 Perhitungan Hitpoints ........................................................................... 42
Tabel 4.1 Hasil Pengujian Tipe Permainan Klasik Level Normal dengan Metode
............................................................................................................................... 85
Tabel 4.2 Hasil Pengujian Tipe Permainan Klasik Level Sulit dengan Metode ... 86
Tabel 4.3 Hasil Pengujian Tipe Permainan Survival dengan Metode .................. 87
Tabel 4.4 Hasil Pengujian Tipe Permainan Klasik Level Normal tanpa Metode . 87
Tabel 4.5 Hasil Pengujian Tipe Permainan Klasik Level Sulit tanpa Metode ...... 88
Tabel 4.6 Hasil Pengujian Tipe Permainan Survival tanpa Metode ..................... 88 Tabel 4.7 Penilaian Responden Terhadap Pengalaman Pengguna........................ 92
Tabel 4.8 Penilaian Responden Terhadap User Interface Game. ......................... 94
Tabel 4.9 Penilaian Responden Terhadap Rekayasa Perangkat Lunak. ............... 96
Tabel 4.10 Penilaian Responden Terhadap Entertainment Game ........................ 98
Tabel 4.11 Penilaian Responden Terhadap Content Game ................................. 100
Tabel 4.12 Penilaian Responden Terhadap Overall Game ................................. 102
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DAFTAR KODE PROGRAM
Kode Program 4.1 Penentuan Waktu Pertandingan .............................................. 59
Kode Program 4.2 Pemilihan Lawan Tipe Permainan Survival ........................... 59
Kode Program 4.3 Variabel untuk Penambahan Hitpoints ................................... 60
Kode Program 4.4 Penambahan Hitpoints ............................................................ 60
Kode Program 4.5 Penambahan Hitpoints pada Karakter Wayan ........................ 60
Kode Program 4.6 Penambahan Darah pada Tipe Permainan Survival ................ 61
Kode Program 4.7 Transition pada Objek ............................................................ 62
Kode Program 4.8 Deklarasi Button pada Corona ................................................ 62
Kode Program 4.9 Fungsi Pindah Scene pada Button ........................................... 63
Kode Program 4.10 Fungsi Gerakkan Karakter .................................................... 63
Kode Program 4.11 Fungsi Collusion ................................................................... 64
Kode Program 4.12 Penentuan Koordinat ............................................................ 64
Kode Program 4.13 Perhitungan Attack ................................................................ 64