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perpustakaan.uns.ac.id digilib.uns.ac.id commit to user PEMBUATAN GAME CHAPTER II PENAKLUKAN RAJA SUBALI MENGGUNAKAN UNITY3D Tugas Akhir Diajukan Untuk Memenuhi Salah Satu Syarat Mencapai Gelar Ahli Madya Program Studi Diploma III Teknik Informatika diajukan oleh Hirzi Ramadhan NIM. M3112072 Kepada PROGRAM DIPLOMA III TEKNIK INFORMATIKA FAKULTAS MATEMATIKA DAN ILMU PENGETAHUAN ALAM UNIVERSITAS NEGRI SEBELAS MARET SURAKARTA 2015

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Page 1: M3112072 - Hirzi Ramadhaneprints.uns.ac.id/22165/1/Bab_0.pdf · perpustakaan.uns.ac.id digilib.uns.ac.id commit to user ii HALAMAN PERSETUJUAN PEMBUATAN GAME AND CHAPTER II PENAKLUKAN

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PEMBUATAN GAME

CHAPTER II PENAKLUKAN RAJA SUBALI MENGGUNAKAN

UNITY3D

Tugas Akhir

Diajukan Untuk Memenuhi Salah Satu Syarat Mencapai Gelar Ahli Madya

Program Studi Diploma III Teknik Informatika

diajukan oleh

Hirzi Ramadhan NIM. M3112072

Kepada

PROGRAM DIPLOMA III TEKNIK INFORMATIKA FAKULTAS MATEMATIKA DAN ILMU PENGETAHUAN ALAM

UNIVERSITAS NEGRI SEBELAS MARET SURAKARTA

2015

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HALAMAN PERSETUJUAN

PEMBUATAN GAME AND

CHAPTER II PENAKLUKAN RAJA SUBALI MENGGUNAKAN

UNITY3D

Disusun Oleh

HIRZI RAMADHAN

NIM. M3112072

Tugas Akhir ini telah disetujui untuk disusun dan ditindaklanjuti

pada tanggal _______________

Pembimbing Utama

Taufiqurrahman NH S.Kom

NIDN. 9906006780

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HALAMAN PENGESAHAN

PEMBUATAN GAME CHAPTER II PENAKLUKAN RAJA SUBALI MENGGUNAKAN

UNITY3D

Disusun Oleh:

HIRZI RAMADHAN NIM. M3112072

Dibimbing Oleh:

Pembimbing Utama

Taufiqurrahman NH S.Kom

NIDN. 9906006780

Tugas Akhir ini telah diterima dan disahkan oleh dewan penguji Tugas Akhir

Program Diploma III Teknik Informatika

Pada hari Senin, tanggal 14 Juli 2014

1. Penguji 1 Taufiqurrahman NH S.Kom

NIDN. 9906006780

( )

2. Penguji 2 ( )

3. Penguji 3 ( )

Disahkan Oleh:

Dekan Fakultas MIPA UNS

Prof. Ir. Ari Handono Ramelan, M.Sc (Hons)., Ph.D.

NIP. 19610223 198601 1 001

Ketua Program Studi

DIII Teknik Informatika UNS

Drs. Y.S. Palgunadi, M.Sc.

NIP. 19560407 198303 1 004

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ABSTRACT

Hirzi Ramadhan, 2015. Developing Game

Qonquest of Subali King Using Unity3d. DIII Program of Informatics

Engineering. Faculty of Mathematics and Sciences. Sebelas Maret Surakarta

University.

Indonesian has thr growing culture espesially in java, one of which is a puppet. The most frequently story raised for puppets acting out the story of Ramayana that has been widely known by the public and has long been legendary. Underdevelopment of puppets in contemporary times due to currents of modernization which is currently growing very rapidly and cause high mobility and thinking society becomes very practical. At now knowing the story of puppetry is considered as something that takes time and vain. Nowadays people would do more to fill their spare time with rest or just play games. The development of games that are currently circulating in the community many with the theme of the future such as robots, aliens, monsters and so forth. Although the game with the theme of culture like a puppet is still very rare because it is considered less attractive to the public.

Therefore, the authors development game drawn Developing Game Qonquest of Subali King Using Unity3d. This

game is two-dimensional game built using C # programming language with software Unity3D as game engine. Game was tested by fungsional test and compability test with black box method. The Results is game can play on smarthphone Android. This game can be used as

a means of preserving the culture of the Ramayana story.

Keywords : Ramayana, Game Android, Puppet Stories

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ABSTRAK

Hirzi Ramadhan, 2015. Pembuatan Game A R Chapter

II Penaklukan Raja Subali Menggunakan Unity3d. Program DIII Teknik

Informatika Fakultas Matematika dan Ilmu Pengetahuan Alam. Universitas

Sebelas Maret Surakarta.

Indonesia memiliki seni tradisional yang berkembang khususnya di daerah Jawa, salah satunya adalah wayang. Cerita yang biasanya sering diangkat untuk melakonkan wayang adalah kisah Ramayana yang telah banyak diketahui oleh masyarakat dan telah lama melegenda. Kurang berkembangnya wayang pada zaman sekarang dikarenakan arus moderenisasi yang saat ini sudah sangat pesat berkembang dan menyebabkan mobilitas masyarakat menjadi tinggi dan berpikir serba praktis. Pada zaman sekarang mengetahui kisah perwayangan dianggap sebagai sesuatu yang menyita waktu dan sia-sia. Saat ini orang akan lebih mengisi waktu luang mereka dengan beristirahat ataupun sekedar bermain game. Perkembangan dari game-game yang saat ini banyak beredar dimasyarakat banyak yang mengangkat tema masa depan seperti robot, alien, monster dan lain sebagainya. Sedangkan untuk game yang bertemakan budaya seperti halnya pewayangan masih sangat jarang karena dinilai kurang menarik untuk masyarakat.

Oleh karena itu penulis melakukan pembuatan game yang diambil dari cerita wayang Ramayana yang berjudul Pembuatan Game A Chapter II dengan menggunakan Unity3. Game Ini merupakan game 2 dimensi yang dibangun dengan menggunakan bahasa pemrograman C# dengan software unity3d sebagai game engine. Pengujian game dilakukan dengan melakukan uji coba aplikasi.

Hasil penelitian ini telah menghasilkan game 2d dalam smarthphone. game ini dapat digunakan sebagai sarana pelestarian kebudayaan dari kisah Ramayana.

Kata Kunci : Ramayana, Game Android, Kisah Pewayangan

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MOTTO

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HALAMAN PERSEMBAHAN

Tugas Akhir ini penulis persembahkan kepada :

1. Keluarga tercinta yang telah memberikan nasehat, dukungan, motivasi, dan doa

terbaik kepada penulis.

2. Sahabat yang selalu memberikan motivasi, nasehat dan masukan kepada penulis.

3. Pembimbing yang selalu memberikan bimbingan dan arahan yang bermanfaat

kepada penulis.

4. Dosen-dosen yang telah memberikan perkuliahan sehingga ilmu yang diberikan

dapat digunakan dalam pembuatan Tugas Akhir ini.

5. Teman-teman kelas TI B angkatan 2012, terimakasih atas bantuan dan dukungan

selama ini.

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KATA PENGANTAR

Bismillahirrohmanirrohim, syukur Alhamdulillah selalu penulis haturkan

kepada Allah SWT yang telah melimpahkan segenap rahmat dah karunia-Nya

Game Android

Ramabhadra Chapter II Penaklukan Raja Subali Menggunakan Unity3d

lancar dan tepat waktu. Laporan Tugas Akhir ini disusun untuk memenuhi salah

satu syarat dalam memperoleh gelar Ahli Madya pada Program Studi Diploma III

Teknik Informatika Universitas Sebelas Maret.

Dalam melakukan penelitian dan penyusunan laporan Tugas Akhir ini

penulis telah mendapatkan banyak dukungan dan bantuan dari berbagai pihak.

Penulis mengucapkan terima kasih yang tak terhingga kepada:

1. Allah SWT yang telah memberikan ridho, berkah, rahmat dan hidayahnya

kepada penulis selama melakukan penelitian dan menyusun laporan Tugas

Akhir ini.

2. Bapak Prof. Ir. Ari Handono Ramelan M.Sc.(Hons), Ph.D selaku Dekan

Fakultas Matematika dan Ilmu Pengetahuan Alam Universitas Sebelas Maret

yang telah berkenan memberikan izin kepada penulis dalam pembuatan

Tugas Akhir ini.

3. Bapak Drs. Y. S. Palgunadi, M.Sc selaku Ketua Program Studi Diploma III

Teknik Informatika Universitas Sebelas Maret yang memberikan izin kepada

penulis untuk mengikuti ujian Tugas Akhir ini.

4. Bapak Taufiqurrahman NH S.Kom selaku dosen pembimbing yang telah

dengan penuh kesabaran dan ketulusan memberikan ilmu dan bimbingan

terbaik kepada penulis.

5. Para Dosen Program Studi Diploma III Teknik Informatika Universitas

Sebelas Maret yang telah memberikan bekal ilmu kepada penulis.

6. Para Karyawan/wati Program Studi Diploma III Teknik Informatika

Universitas Sebelas Maret yang telah membantu penulis dalam

menyelesaikan Tugas Akhir ini.

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7. Keluarga tercinta, Bapak, Ibu, dan kakak penulis yang selalu mendukung

dalam menyelesaikan Tugas Akhir ini.

8. Teman-teman Diploma III Teknik Informatika angkatan 2012 dan khususnya

mahasiswa DIII Teknik Informatika C yang telah membantu, memberi

dukungan dalam menyelesaikan Tugas Akhir, terimakasih atas bantuan dan

kerjasamanya selama perkuliahan ini.

Penulis menyadari sepenuhnya bahwa laporan Tugas masih jauh dari

sempurna. Untuk itu, penulis menerima segala saran, kritik dan masukan yang

bersifat membangun. Semoga laporan Tugas Akhir ini dapat memberikan manfaat

dan memberikan wawasan tambahan bagi para pembaca dan khususnya bagi

penulis sendiri.

Surakarta, Juni 2015

Penulis

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DAFTAR ISI

HALAMAN PERSETUJUAN ............................................................................... ii

HALAMAN PENGESAHAN ................................................................................ iii

ABSTRACT ........................................................................................................... iv

ABSTRAK ............................................................................................................... v

MOTTO .................................................................................................................. vi

HALAMAN PERSEMBAHAN ........................................................................... vii

KATA PENGANTAR ........................................................................................... viii

DAFTAR ISI ............................................................................................................ x

DAFTAR GAMBAR ........................................................................................... xiii

DAFTAR TABEL ............................................................................................... xxiv

BAB I PENDAHULUAN ........................................................................................ 1

1.1 Latar Belakang ........................................................................................... 1

1.2 Perumusan masalah .................................................................................... 2

1.3 Batasan Masalah Penelitian ....................................................................... 2

1.4 Tujuan Penelitian ....................................................................................... 2

1.5 Manfaat Penelitian ..................................................................................... 2

BAB II LANDASAN TEORI .................................................................................. 3

2.1 Cerita Ramayana ........................................................................................ 3

2.2 Game .......................................................................................................... 5

2.2.1 Game Mobile ...................................................................................... 6

2.3 Android ...................................................................................................... 6

2.3.1 SDK Android ...................................................................................... 6

2.4 Unity 3D ..................................................................................................... 7

2.5 Corel Draw ................................................................................................. 8

2.6 Bahasa Pemrograman C# ........................................................................... 8

2.7 Use Case ................................................................................................... 10

BAB III ANALISIS DAN PERANCANGAN GAME .......................................... 11

3.1 Konsep Dasar Proyek Pengembangan Game ........................................... 11

3.1.1 Konsep Dasar Game ......................................................................... 11

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3.1.2 Proposal ............................................................................................ 11

3.1.3 Target Pemain ................................................................................... 12

3.1.4 Dukungan Platform, Teknologi dan Multiplayer ............................. 12

3.2 Manajemen Proyek Pengembangan Game .............................................. 12

3.3.1 Kebutuhan dan Peran / Tugas Tim Pengembang Game ................... 12

3.3.2 Perencanaan Jadwal ......................................................................... 13

3.3.3 Kebutuhan Perangkat Lunak dan Perangkat Keras dalam

Pengembangan Game ................................................................................... 13

3.3.4 Kebutuhan Perangkat Lunak dan Perangkat Keras dalam

Implementasi Game ...................................................................................... 14

3.3 Perancangan Dasar Game ........................................................................ 14

3.3.1 Narasi Dan Storyboard ..................................................................... 14

3.3.2 Gameplay ......................................................................................... 15

3.3.3 Playability ........................................................................................ 16

3.3.4 Genre ................................................................................................ 17

3.4 Aset Dan Seni Game ................................................................................ 17

3.4.1 Konsep Seni ..................................................................................... 17

3.4.2 Karakter ............................................................................................ 17

3.4.3 Lingkungan ...................................................................................... 32

3.4.4 Daftar Misi, Desain Level, Penempatan Dan Pertemuan ................. 33

3.4.5 Musik Dan Suara .............................................................................. 44

3.4.6 Pengaturan ........................................................................................ 44

3.4.7 Antar Muka ...................................................................................... 44

3.4.8 Fitur Tambahan ................................................................................ 51

3.5 Spesifikasi Kebutuhan Game Fungsional (SRS Functional) ................... 52

3.5.1 Aktor Player ..................................................................................... 52

3.5.2 Aktor Enemy .................................................................................... 55

BAB IV IMPLEMENTASI DAN EVALUASI GAME ......................................... 56

4.1 Implementasi Aset Dan Seni .................................................................... 56

4.1.1 Implementasi Konsep Seni ............................................................... 56

4.1.2 Implementasi Karakter ..................................................................... 59

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4.1.3 Implementasi Lingkungan ................................................................ 70

4.1.4 Implementasi Daftar Misi, Desain Level, Penempatan dan Pertemuan

72

4.1.5 Implementasi Musik Dan Suara ....................................................... 82

4.1.6 Implementasi Pengaturan ................................................................. 84

4.1.7 Implementasi Antar Muka ................................................................ 85

4.1.8 Implementasi Fitur Tambahan .......................................................... 93

4.2 Teknis Pemrograman................................................................................ 94

4.3 Pengujian ................................................................................................ 110

4.4 Perilisan .................................................................................................. 122

BAB V PENUTUP ............................................................................................... 123

5.1 Kesimpulan ............................................................................................ 123

5.2 Saran ...................................................................................................... 123

DAFTAR PUSTAKA ........................................................................................... 124

LAMPIRAN ............................................................................................................. 1

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DAFTAR GAMBAR

Gambar 3.1 Sketsa Raja

Subali .........................................................................................................................

18

Gambar 3.2 Sketsa

Sugriwa ......................................................................................................................

20

Gambar 3.3 Sketsa

Prajurit ........................................................................................................................

22

Gambar 3.4 Sketsa Prajurit

............................................................................................................

24

Gambar 3.5 Sketsa Freeze Enemy dan

Itemnya .......................................................................................................................

25

Gambar 3.6 Sketsa Time Freeze dan

Itemnya .......................................................................................................................

27

Gambar 3.7 Sketsa Time dan

Itemnya .......................................................................................................................

28

Gambar 3.8 Sketsa Destroy All Enemies dan

Itemnya .......................................................................................................................

30

Gambar 3.9 Sprite Hewan Berlari atau

Berjalan ......................................................................................................................

32

Gambar 3.10 Lingkungan pada Ramabhadra Chapter

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II .................................................................................................................................

33

Gambar 3.11 Desain Level dan Penempatan pada Level

1 ..................................................................................................................................

35

Gambar 3.12 Desain Level dan Penempatan pada Level

2 ..................................................................................................................................

36

Gambar 3.13 Desain Level dan Penempatan pada Level

3 ..................................................................................................................................

37

Gambar 3.14 Desain Level dan Penempatan pada Level

4 ..................................................................................................................................

38

Gambar 3.15 Desain Level dan Penempatan pada Level

5 ..................................................................................................................................

39

Gambar 3.16 Desain Level dan Penempatan pada Level

6 ..................................................................................................................................

40

Gambar 3.17 Desain Level dan Penempatan pada Level

7 ..................................................................................................................................

41

Gambar 3.18 Desain Level dan Penempatan pada Level

8 ..................................................................................................................................

42

Gambar 3.19 Desain Level dan Penempatan pada Level

9 ..................................................................................................................................

43

Gambar 3.20 Desain Level dan Penempatan pada Level

10 ................................................................................................................................

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44

Gambar 3.21 Sketsa Tampilan Permainan Ramabhadra Chapter

2 ..................................................................................................................................

45

Gambar 3.22 Skema Warna yang Digunakan pada Chapter

2 ..................................................................................................................................

45

Gambar 3.23 Sketsa Tampilan Splash

Screen .........................................................................................................................

45

Gambar 3.24 Sketsa Tampilan Main

Menu ...........................................................................................................................

46

Gambar 3.25 Sketsa Tampilan

Map ............................................................................................................................

46

Gambar 3.26 Sketsa Tampilan Pemilihan

Level ...........................................................................................................................

47

Gambar 3.27 Sketsa Tampilan Menu

Stories .........................................................................................................................

47

Gambar 3.28 Sketsa Tampilan

Credits ........................................................................................................................

48

Gambar 3.29 Sketsa Tampilan Papan

Misi ............................................................................................................................

48

Gambar 3.30 Sketsa Tampilan Pause

Menu ...........................................................................................................................

49

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Gambar 3.31 Sketsa Tampilan Posisi Bar dan

Status ..........................................................................................................................

49

Gambar 3.32 Sketsa Tampilan Bar

Akurasi .......................................................................................................................

50

Gambar 3.33 Sketsa Tampilan Menang

Permainan ...................................................................................................................

50

Gambar 3.34 Sketsa Tampilan Kalah

Permainan ...................................................................................................................

50

Gambar 3.35 Sketsa Tampilan Menu

Permainan ...................................................................................................................

51

Gambar 3.36 Rancangan Fitur

Story ...........................................................................................................................

51

Gambar 3.37 Use Case Display Aktor

Player .........................................................................................................................

52

Gambar 3.38 Use Case Input Aktor

Player .........................................................................................................................

53

Gambar 3.39 Use Case Object Interaction Aktor

Player .........................................................................................................................

54

Gambar 3.40 Use Case Object Interaction Aktor

Enemy .........................................................................................................................

55

Gambar 4.1 Pembuatan Objek Outline

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Less .............................................................................................................................

56

Gambar 4.2 Pembuatan Aset Semak dan

Bebatuan .....................................................................................................................

57

Gambar 4.3 Pembuatan Aset

Pepohonan ..................................................................................................................

57

Gambar 4.4 Pembuatan Aset

Candi ..........................................................................................................................

58

Gambar 4.5 Pembuatan Objek

Karakter ......................................................................................................................

58

Gambar 4.6 Pembuatan Aset

Karakter ......................................................................................................................

59

Gambar 4.7 Parameter Raja

Subali .........................................................................................................................

59

Gambar 4.8 Nilai Parameter Score dan Kecepatan pada Raja

Subali .........................................................................................................................

60

Gambar 4.9 Parameter Raja Subali pada Level

7 ..................................................................................................................................

60

Gambar 4.10 Perbandingan Muncul Raja Subali pada Level

1 ..................................................................................................................................

61

Gambar 4.11 Perbandingan Muncul Raja Subali Bolak-balik pada Level

7 ..................................................................................................................................

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61

Gambar 4.12 Animasi Raja

Subali .........................................................................................................................

61

Gambar 4.13 Parameter

Sugriwa ......................................................................................................................

62

Gambar 4.14 Nilai Parameter Score dan Kecepatan pada

Sugriwa ......................................................................................................................

62

Gambar 4.15 Perbandingan Muncul Sugriwa pada Level

1 ..................................................................................................................................

63

Gambar 4.16 Animasi

Sugriwa ......................................................................................................................

63

Gambar 4.17 Parameter

Prajurit ........................................................................................................................

64

Gambar 4.18 Nilai Parameter Score dan Kecepatan pada

Prajurit ........................................................................................................................

64

Gambar 4.19 Parameter Prajurit pada Level

6 ..................................................................................................................................

65

Gambar 4.20 Perbandingan Muncul Prajurit Bolak-balik pada Level

6 ..................................................................................................................................

65

Gambar 4.21 Animasi

Prajurit ........................................................................................................................

65

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Gambar 4.22 Parameter Prajurit

............................................................................................................

66

Gambar 4.23

7 ..................................................................................................................................

66

Gambar 4.24 Parameter Item Freeze

Enemy .........................................................................................................................

67

Gambar 4.25 Perbandingan Muncul Item Freeze Enemy pada Level

3 ..................................................................................................................................

67

Gambar 4.26 Animasi Monyet

Item ............................................................................................................................

67

Gambar 4.27 Parameter Item Time

Freeze .........................................................................................................................

68

Gambar 4.28 Perbandingan Muncul Item Time Freeze pada Level

2 ..................................................................................................................................

68

Gambar 4.29 Parameter Item

Time ............................................................................................................................

69

Gambar 4.30 Perbandingan Muncul Item Time pada Level

1 ..................................................................................................................................

69

Gambar 4.31 Parameter Item Destroy All

Enemies ......................................................................................................................

70

Gambar 4.32 Perbandingan Muncul Item Destroy All Enemies pada Level

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4 ..................................................................................................................................

70

Gambar 4.33 Lingkungan pada Siang

Hari .............................................................................................................................

71

Gambar 4.34 Lingkungan pada Sore

Hari .............................................................................................................................

71

Gambar 4.35 Lingkungan pada Malam

Hari .............................................................................................................................

72

Gambar 4.36 Peletakan Musuh dan Daftar Misi Level

1 ..................................................................................................................................

73

Gambar 4.37 Pergerakan Objek Level

1 ..................................................................................................................................

73

Gambar 4.38 Peletakan Musuh dan Daftar Misi Level

2 ..................................................................................................................................

74

Gambar 4.39 Pergerakan Objek Level

2 ..................................................................................................................................

74

Gambar 4.40 Peletakan Musuh dan Daftar Misi Level

3 ..................................................................................................................................

75

Gambar 4.41 Pergerakan Objek Level

3 ..................................................................................................................................

75

Gambar 4.42 Peletakan Musuh dan Daftar Misi Level

4 ..................................................................................................................................

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76

Gambar 4.43 Pergerakan Objek Level

4 ..................................................................................................................................

76

Gambar 4.44 Peletakan Musuh dan Daftar Misi Level

5 ..................................................................................................................................

77

Gambar 4.45 Pergerakan Objek Level

5 ..................................................................................................................................

77

Gambar 4.46 Peletakan Musuh dan Daftar Misi Level

6 ..................................................................................................................................

78

Gambar 4.47 Pergerakan Objek Level

6 ..................................................................................................................................

78

Gambar 4.48 Peletakan Musuh dan Daftar Misi Level

7 ..................................................................................................................................

79

Gambar 4.49 Pergerakan Objek Level

7 ..................................................................................................................................

79

Gambar 4.50 Peletakan Musuh dan Daftar Misi Level

8 ..................................................................................................................................

80

Gambar 4.51 Pergerakan Objek Level

8 ..................................................................................................................................

80

Gambar 4.52 Peletakan Musuh dan Daftar Misi Level

9 ..................................................................................................................................

81

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Gambar 4.53 Pergerakan Objek Level

9 ..................................................................................................................................

81

Gambar 4.54 Peletakan Musuh dan Daftar Misi Level

10 ................................................................................................................................

82

Gambar 4.55 Pergerakan Objek Level

10 ................................................................................................................................

82

Gambar 4.56 Musik pada Main

Menu ...........................................................................................................................

83

Gambar 4.57 Musik pada Level

Siang ...........................................................................................................................

83

Gambar 4.58 Musik pada Level

Sore ............................................................................................................................

83

Gambar 4.59 Musik pada Level

Malam ........................................................................................................................

84

Gambar 4.60 Mute pada Menu

Pause ..........................................................................................................................

84

Gambar 4.61 Posisi Kamera pada

Permainan ...................................................................................................................

85

Gambar 4.62 View Kamera Ketika

Dimainkan ..................................................................................................................

85

Gambar 4.63 Skema Coklat pada User

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Interface .....................................................................................................................

86

Gambar 4.64 Tampilan Splash

Screen .........................................................................................................................

86

Gambar 4.65 User Interface Main

Menu ...........................................................................................................................

87

Gambar 4.66 User Interface

Map ............................................................................................................................

87

Gambar 4.67 User Interface Level

Menu ...........................................................................................................................

88

Gambar 4.68 User Interface

Stories .........................................................................................................................

88

Gambar 4.69 User Interface

Credits ........................................................................................................................

89

Gambar 4.70 User Interface Missions

List ..............................................................................................................................

89

Gambar 4.71 User Interface Pause

Menu ...........................................................................................................................

90

Gambar 4.72 User Interface Time Bar dan Accuration

Bar ..............................................................................................................................

90

Gambar 4.73 User Interface Win

Menu ...........................................................................................................................

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91

Gambar 4.74 User Interface Lose

Menu ...........................................................................................................................

91

Gambar 4.75 Tutorial 1 Chapter

2 ..................................................................................................................................

92

Gambar 4.76 Tutorial 2 Chapter

2 ..................................................................................................................................

92

Gambar 4.77 Tutorial 3 Chapter

2 ..................................................................................................................................

92

Gambar 4.78 Cover Menu

Stories .........................................................................................................................

93

Gambar 4.79 Komik

Ramabhadra................................................................................................................

93

DAFTAR TABEL

Tabel 3.1 Kebutuhan dan Peran Pengembangan

Game

....................................................................................................................................

12

Tabel 3.2 Jadwal Pembuatan

Game

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....................................................................................................................................

13

Tabel 3.3 Parameter Raja

Subali

....................................................................................................................................

18

Tabel 3.4 Parameter

Sugriwa

....................................................................................................................................

20

Tabel 3.5 Parameter

Prajurit

....................................................................................................................................

22

Tabel 3.6 Parameter Prajurit

....................................................................................................................................

24

Tabel 3.7 Parameter Prajurit

....................................................................................................................................

25

Tabel 3.8 Parameter Time

Freeze

....................................................................................................................................

27

Tabel 3.9 Parameter

Time

....................................................................................................................................

29

Tabel 3.10 Parameter Destroy All

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Enemies

....................................................................................................................................

30

Tabel 3.11 Daftar Misi Ramabhadra Chapter

II

....................................................................................................................................

33

Tabel 4.1 Pengujian Fungsional

Permainan

....................................................................................................................................

111

Tabel 4.2 Pengujian Pada

Perangkat

....................................................................................................................................

120