ANALISA DAN PERANCANGAN GAME SHOOTING 3D MENGGUNAKAN UNITY
Ivan Liongelino Jacksen Bina Nusantara University, Jakarta, Indonesia
Soepeno Bina Nusantara University, Jakarta, Indonesia
dan
Suhendrik Bina Nusantara University, Jakarta, Indonesia
Copyright © 2012
Abstrak
Tujuan dari tesis ini dibuat untuk menganalisa dan merancang sebuah shooting game 3D dengan ukuran kecil dan dapat menjadi alternatif permainan yang dapat menghibur. Metodologi yang kami gunakan adalah metode analisis dan desain air terjun. hasil analisis dan desain sistem ini diimplementasikan ke dalam sebuah shooting game 3D menggunakan mesin permainan Kesatuan. Kesimpulan dari penelitian ini menunjukkan bahwa para pemain merasa terhibur dan senang dalam memainkan shooting game 3D yang memiliki ukuran kecil dan tidak memerlukan spesifikasi yang tinggi.
Kata Kunci : Analisis, Perancangan, Game Shooting, Unity 3D
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1. Pendahuluan Perkembangan di bidang teknologi komputer, banyak digunakan di berbagai bidang seperti hiburan. Salah satunya adalah penggunaan komputer di bidang hiburan dalam permainan. Permainan banyak tertarik karena membutuhkan interaksi dengan pengguna, sehingga permainan menjadi lebih menarik. Permainan ada dua dimensi (2D) dan tiga dimensi (3D). Game 3D memiliki pandangan bahwa lebih konkrit daripada permainan 2D. Berkat kemajuan teknologi, banyak game yang sudah menggunakan teknologi 3D, selain membuat permainan 3D sekarang tidak sulit. Banyak mesin permainan yang digunakan untuk mempermudah pembuatan game 3D, Salah satu contoh adalah game engine Unity. Unity merupakan salah satu mesin permainan yang sangat terkenal dan banyak digunakan. Selain gratis, game engine cukup mudah digunakan dan memiliki banyak
referensi
yang
dapat
digunakan
sebagai
bahan
pembelajaran.
Pada saat ini banyak dari genre permainan, salah satunya adalah permainan menembak. Shooting game adalah genre sub-aksi permainan, dimana pemain memainkan permainan yang dalam menembak biasanya terkait dengan senjata api pada musuh dalam permainan. Karena penulis menemukan bahwa permainan rata-rata dengan genre yang sama dengan ukuran relatif kecil dari model tersebut adalah pesawat relatif sama (pesawat ruang baling-baling pesawat, atau helikopter saja), dan jarang menggunakan model pesawat seperti saat ini. Dengan demikian penulis tertarik
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untuk membuat game 3D dengan genre permainan menembak memiliki ukuran file yang relatif kecil tapi dengan pesawat model yang lebih nyata.
2. Ruang Lingkup Ruang lingkup atau batasan yang akan dibahas dalam perancangan game ini adalah sebagai berikut : a. Deskripsi permainan yang meliputi cerita, informasi umum, dan konsep dasar permainan b. Elemen – elemen yang ada pada game, meliputi jenis pesawat, musuh, dan fitur lainnya c. Tampilan dasar yang akan digunakan, yaitu menggunakan tampilan 3D d. Balancing dalam game e. Single player dan tidak online. f.
Target pemain game ini adalah pemain dengan range umur 16 tahun keatas.
Metode desain: 1. Merancang permainan menggunakan Storyboard 2. Merancang struktur menu 3. Merancang antarmuka sesuai dengan aturan dari delapan aturan emas
2.1 Analisis Kebutuhan dan Solusi Pemenuhan Kebutuhan
Berdasarkan hasil survey dan analisis game sejenis, maka dapat diketahui bahwa : a. Sebagian besar orang bermain game sebagai hiburan dan untuk mengisi waktu luang. b. Faktor paling penting dalam sebuah game adalah story dan gameplay. c. Sebagian besar orang bermain game di PC atau komputer. Copyright © 2012
d. Faktor yang banyak membuat orang berhenti bermain game adalah bosan dan kontrol game yang sulit e. Sebagian orang menganggap ukuran kecil sebuah 3D shooting game adalah antara 150 Mb sampai dengan 200 MB . f.
Faktor yang membuat game 3D shooting game menarik adalah grafik dan story.
g. Areal level yang monoton dan gameplay yang kurang variatif membuat pemain cepat bosan.
Dari analisis diatas, maka dapat dibuat rumusan sebagai berikut : a. Merancang 3D shooting game yang menarik untuk dimainkan dan menghibur. b. Merancang 3D shooting game yang memiliki story bagus dan gameplay menarik sehingga game tersebut tidak membosankan. c. Merancang 3D shooting game yang memiliki kontrol mudah tetapi tetap nyaman dimainkan sehingga tidak membuat pemain merasa frustasi dalam bermain game. d. Merancang 3D shooting game yang memiliki spesifikasi rendah dan memiliki ukuran yang tidak melebihi 200MB . e. Merancang 3D shooting game yang memiliki areal permainan yang berbeda sehingga pemain tidak cepat bosan. f. Merancang 3D shooting game yang memiliki gameplay variatif sehingga pemain tidak cepat jenuh.
Dari data diatas, dapat ditarik kesimpulan singkat bahwa game yang saat ini diminati adalah game yang memiliki ukuran kecil tetapi memiliki gameplay dan story menarik. Selain itu, game tersebut juga harus memiliki kontrol game yang mudah digunakan.
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3. Perancangan, Implementasi, dan Evaluasi 3.1 Use Case
<< Include >>
<< Extend >>
<< Extend >>
<< Extend >>
<< Extend >>
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3.2 Activity Diagram 3.2.1 Activity diagram memulai permainan story mode User
System
Pemain memilih menu story mode
Memberikan peringatan jika data permainan sebelumnya akan hilang
Konfirmasi memulai new game
[No] Kembali ke main menu
[Yes] Menampilkan misi dan objektif Membaca misi dan objektif
[Exit] [Next] Menampilkan pilihan pesawat
Memilih pesawat
[Prev]
[Next Menampilkan pilihan senjata
Memilih senjata
[Prev] [Start Mission]
Memulai permainan
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3.2.2 Activity Diagram Memainkan Game
User
System
Mengikuti sesuai dengan perintah yang diberikan
Memainkan game
Menekan tombol untuk menghentikan permainan
Menghentikan permainan
Memunculkan window resume atau exit Mengkonfirmasi pilihan resume atau exit
[Resume]
[Exit] Ke main menu
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Melanjutkan permainan
3.3 Class Diagram 1
1
1 *
1 1
*
1
1
*
*
1
1 1 * *
Gambar 3.52 Gambar Class Diagram 3.4 Kamus Data No 1
Nama MaxSpeed
Tipe Data Int
Lebar 5
2
Speed
Int
5
3
MinSpeed
int
5
4
TotalMissile
Int
5 Tabel 3.18 Kamus Data
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Keterangan Menentukan kecepatan maksimal pesawat Menentukan kecepatan normal pesawat Menentukan kecepatan minimal pesawat Jumlah misil pada pesawat
3.5 Storyboard 3.5.1 Storyboard Main Menu
Multimedia Storyboard Project: Sky Knight Screen: 3 of 18
Date: Screen ID: SB02
Screen Description: Merupakan halaman menu awal dari game. Memilih menu storymode akan membawa pemain ke konfirmasi memulai new game (SB03) Memilih menu load game akan membuka layar permainan (SB11) Memilih menu Custom game akan membawa pemain ke mission selection (SB07) Memilih menu High Score akan membawa pemain ke menu highscore (SB10) Memilih menu Option akan membawa pemain ke menu option (SB08) Jika pemain memilih menu exit, akan muncul konfirmasi untuk keluar dari game (SB13) Jika pemain memilih contact person, maka akan muncul layar contact person (SB17) Link From Screen ID: SB01 Link to Screen ID: SB03; SB07; SB08; SB010; SB11; SB13; SB17 Color Scheme: Button berwarna abu-abu[666666], background hitam[000000] Text Attributes: Font berjenis Arial dan berwarna putih[FFFFFF] Still Images: BG.png Audio: Menu.wav Video:Animation:Copyright © 2012
3.5.2 Storyboard Story Mode
Multimedia Storyboard Project: Screen: 5 of 18
Date: Screen ID: SB04
Screen Description: Tampilan misi ketika bermain story mode Memilih tombol next akan membawa pemain ke aircraft selection (SB05) Memilih tombol prev akan membawa pemain ke main menu (SB02)
Link From Screen ID: SB03 Link to Screen ID: SB05; SB02 Color Scheme: Button berwarna abu-abu[666666], background hitam[000000] Text Attributes: Font berjenis arial dan berwarna putih[FFFFFF] Still Images: Misi.png Audio: Misi.wav Video: Animation:
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3.5.3 Storyboard Memilih Pesawat
Multimedia Storyboard Project: Screen: 6 of 18
Date: Screen ID: SB05
Screen Description: Tampilan pemilihan pesawat Menekan tombol panah akan menampilkan pilihan pesawat sebelumnya atau selanjutnya. Menekan tombol next akan membawa pemain ke weapon selection (SB06) Menekan tombol prev akan membawa pemain ke halaman sebelumnya (SB04) Link From Screen ID: SB04 Link to Screen ID: SB06; SB04 Color Scheme: Button berwarna abu-abu[666666], background hitam[000000] Text Attributes: Font berjenis arial dan berwarna putih[FFFFFF] Still Images: Misi.png Audio:Misi.wav Video: Animation:
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3.5.4 Storyboard Memilih Senjata
Multimedia Storyboard Project: Screen: 7 of 18
Date: Screen ID: SB06
Screen Description: Tampilan menu pilihan senjata sebelum menjalankan misi Menekan tombol start mission akan membawa pemain ke permainan (SB11) Menekan tombol prev akan membawa pemain kembali ke aircraft selection (SB05)
Link From Screen ID: SB05 Link to Screen ID: SB05; SB11 Color Scheme: Button berwarna abu-abu[666666], background hitam[000000] Text Attributes: Font berjenis arial dan berwarna putih[FFFFFF] Still Images: Misi.png Audio:Misi.wav Video: Animation: Copyright © 2012
3.5.5 Storyboard Permainan
Multimedia Storyboard Project: Screen: 12 of 18
Date: Screen ID: SB11
Screen Description: Tampilan permainan Menekan tombol escape(esc) akan menghentikan permainan sementara (SB12) Menyelesaikan misi akan membawa pemain ke tampilan misi sukses (SB14)
Link From Screen ID: SB02; SB06 Link to Screen ID: SB12;SB14 Color Scheme: Button berwarna abu-abu[666666] Text Attributes: Font berjenis arial dan berwarna putih[FFFFFF] Still Images: Audio: Game.wav Video: Animation: Animasi pesawat Copyright © 2012
3.6 Implementasi 3.6.1 Main Menu
3.6.2 Tampilan Misi Dibawah ini adalah tampilan misi yang muncul jika pemain memilih Story Mode.
Pada layar ini terdapat 2 tombol, yaitu exit dan next. Setelah pemain membaca mission briefing dan objective, pemain bisa menekan next untuk menuju pilihan pesawat. Pilihan Exit digunakan jika pemain ingin keluar ke main menu.
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3.6.3 Memilih Pesawat Di layar ini, pemain bisa memilih pilihan pesawat yang telah tersedia dengan menekan tombol panah. Pemain bisa meliihat deskripsi dan statistik pesawat sebagai bahan pertimbangan pilihan untuk menyelesaikan misi. Setelah memilih pesawat yang cocok, maka pemain bisa menuju pilihan senjata dengan menekan tombol next, atau kembali ke layar misi dengan menekan tombol prev.
3.6.4 Memilih Senjata Layar ini merupakan layar terakhir sebelum memulai misi. Pada layar ini, pemain bisa memilih senjata (misil) yang akan digunakan pada misi. Terdapat 3 pilihan senjata yang dapat digunakan, tetapi senjata tersebut baru bisa digunakan jika pemain telah menyelesaikan level tertentu.
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3.6.5 Tampilan Permainan Dalam permainan, pemain diharuskan untuk menyelesaikan misi. Objektif pada setiap misi berbeda – beda, pemain juga diberikan vulcan dan misil untuk menghancurkan pesawat musuh.
3.7 Evaluasi 3.7.1 Evaluasi Segi Multimedia 1. Teks Penggunaan teks sangat sering digunakan dalam game ini. Teks digunakan pada penjelasan misi, pesawat, senjata dan story. 2. Gambar Gambar juga digunakan dalam game ini. Penggunaan gambar terdapat pada icon dan simbol yang terdapat pada menu help dan pada game. 3. Video Video pada permainan ini terdapat pada bagian opening dari game ini. 4. Audio Audio pada game ini digunakan selama game berlangsung, baik di main menu atau di dalam game untuk membuat game lebih interaktif dan menarik. Copyright © 2012
5. Animasi Animasi pada game ini berada pada game, yaitu pada saat pesawat bergerak.
3.7.2 Evaluasi Segi Interaksi Manusia Dan Komputer Hasil evaluasi game berdasarkan IMK adalah sebagai berikut : Delapan Aturan Emas 1. Berusaha untuk tetap konsisten 2. Memenuhi kegunaan universal 3. Menawarkan umpan balik yang informatif 4. Merancang dialog untuk penutupan 5. Mencegah kesalahan 6. Mengizinkan pembalikan aksi yang mudah 7. Mendukung tempat kendali internal 8. Mengurangi beban ingatan jangka pendek
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4. KESIMPULAN Kesimpulan yang didapat dari hasil kuisioner untuk game yang sudah dirancang adalah: 1. Perancangan game
sudah memenuhi delapan aturan emas, yaitu :
konsistensi,memenuhi kegunaan universal, menawarkan umpan balik yang informatif,
merancang
dialog
untuk
penutupan,
mencegah
kesalahan,
pembalikan aksi yang mudah, mendukung tempat kendali internal, mengurangi beban ingatan jangka pendek. 2. Game yang dirancang sudah memiliki size yang kecil dan model pesawatnya sudah cukup realistis dan bagus. 3. Perancangan game sudah cukup dalam hal memenuhi kepuasan dan harapan pemain, termasuk grafik, gameplay, dan juga story yang memotivasi pemain. 4. Game ini dapat berjalan di komputer dengan spesifikasi yang rendah
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DAFTAR PUSTAKA
Allen G., Owens M. (2010). The Definitife Guide to SQLite, (2nd edition). USA : Apress Creighton, R.H. (2010). Unity 3D Development by Example : Beginner’s Guide. UK :PACKT Debbabi, M., Hassaine, F., Jarraya, Y., Soeanu, Ai., & Alawneh, L. (2010). Verification and Validation in System Engineering : Assessing UML/SysML Design Models. New York : Springer. Dennis, A., Wixom, B H., & Tegarden, D. (2005). System Analysis and Design with UML version 2.0 : An Object Oriented Approach. USA : Wiley. Fullerton, T. (2008). Game Design Workshop: A Playcentric Approach To Creating Innovative Game. (2nd edition). USA : Morgan Kaupmann. Goldstone, William. (2009). Unity Game Development Essentials : Build fully functional, professional 3D games with realistic environments, sound, dynamic effects, and more. Birmingham : Packt PublishingLtd. Pardew, L. (2004). Beginning Illustration and Storyboarding for Games. USA : Thomson Course Technology PTR. Pressman, R S. (2010). Software Engineering : A Practitioner’s Approach. (7th edition). USA : McGraw Hill. Stephens, R., Dlew, R., & Jones., A D. (2011). Sams Teach Yourself SQL in 24 Hours.(5th edition) USA : Pearson Education, Inc. Copyright © 2012
Schell, J. (2008). The Art of Game Design : The Book of Lenses. USA : Morgan Kaupmann Silberschatz, A., Korth, H F., Sudarshan, S. (2006). Database System Concepts. (5th edition). USA : McGraw Hill. Shneiderman, B., Plaisant, C. (2010). Designing the User Interface. (5th edition) USA : Addison Wesley. Vaughan, T. (2011). Multimedia : Making it work. (8th edition) USA : McGraw Hill.
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ANALYSIS AND DESIGN 3D SHOOTING GAME USING UNITY
Ivan Liongelino Jacksen Bina Nusantara University, Jakarta, Indonesia
Soepeno Bina Nusantara University, Jakarta, Indonesia
and
Suhendrik Bina Nusantara University, Jakarta, Indonesia
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Abstract
The purpose of this thesis is made to analyze and design a 3D shooting game with small size and can be an alternative game that can entertain. The methodology that we use is the method of analysis and design of the waterfall. the results of the analysis and design of this system is implemented into a 3D shooting game using the Unity game engine. The conclusion from this study indicate that the players feel comforted and delighted in playing a 3D shooting game that has a small size and does not require a high specification.
Keyword : Analysis, Design, Shooting Game, Unity 3D
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1.
Introduction Developments in the field of computer technology, widely used in various fields
such as entertainment. One of them is computer usage in the field of entertainment is in the game. Game much interested because it requires interaction with the user, so the game becomes more interesting. Game there are two dimensional (2D) and three-dimensional (3D). 3D games have the view that more concrete than a 2D game. Thanks to advances in technology, a lot of games that are already using 3D technology, besides making a 3D game is now is not hard. Lots of game engine which is used to simplify creation of 3D gaming, One example is the famous game engine Unity. Unity is one of the game engine is very well known and widely used. Besides being free, game engine is quite easy to use and has many references that can be used as study materials. At this time a lot of game genre, one of which is a shooting game. Shooting games are a sub-genre of action game, where players play a game that inside shooting normally related with weapons to fire on the enemy in the game Because the authors found that the average game with a similar genre with a relatively small size of the model is relatively similar plane (the space shuttle, aircraft propellers or helicopter only), and rarely use a model aircraft as it is today. Thus the authors are interested in creating 3D games with the genre of shooting games have a relatively small file size but with a more real model aircraft.
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2.
General Guidelines
The scope will be discussed in the design of this game are as follows: a. Description of the game which includes stories, general information, and basic concepts of game b. Elements that exist in the game, including types of aircraft, the enemy, and other features c. Display base that will be used, is using the 3D view d. Balancing in game e. Single player and not online. f.
Target players of this game is players with 16 years and above age.
Design method: 1. Designing game using the Storyboard 2. Designing a menu structure
3. Designing interface in accordance with the rules of the eight golden rules
2.1 Analysis of Needs and Meeting The Needs Solutions Based on survey results and analysis of similar games, it is known that: a. Most people play games as entertainment and leisure. b. The most important factor in a game is the story and gameplay. c. Most people play games on PC or computer. d. Many factors that make people stop playing games is boring and hard controls.
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e. Some people consider the small size of a 3D shooting game is between 150 MB to 200 MB. f.
Factors that make the 3D shooting game interesting is the graphics and story.
g. Level area is less monotonous and varied gameplay is made players get bored quickly.
From the above analysis, the formulation can be made as follows: a. Designing an exciting 3D shooting game to play and entertain. b. Designing a 3D shooting game that has a good story and interesting gameplay so the game is not boring. c. Designing a 3D shooting game with simple controls but still comfortable to play, so do not make players feel frustrated in game play. d. Designing a 3D shooting game that has a lower specification and has a size that does not beyond 200MB. e. Designing a 3D shooting game that has a different area of the game so that players do not get bored quickly. f.
Designing a 3D shooting game with varied gameplay so that players do not quickly bored.
From the above data, it can be concluded that the short game that is currently popular is the game that has a small size but have the gameplay and interesting story. In addition, the game should also have an easy to use game controls.
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3. Design, Implementation, and Evaluation 3.1 Use Case
Start Story Mode
Start Custom Mode
Continue Game
Change Database
Option
Help
High Score
Navigation Exit Game
<< Include >>
<< Extend >>
Attack
Play Game << Extend >>
Attacked
<< Extend >>
Contact Person
<< Extend >>
Change Speed
Collide
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3.2 Activity Diagram 3.2.1 Activity diagram start story mode User
System
Provide a warning if the previous game data will be lost
Choose menu story mode
Confirmation start new game
[No] Back to main menu
[Yes] Show mision and objective Read mision and objective
[Exit] [Next] Displays selection aircraft
Choosing aircraft
[Prev]
[Next Displays selection weapons
Choosing weapon
[Prev] Start game [Start Mission]
3.2.2 Activity Diagram play game Copyright © 2012
User
System
Followed according with the instructions given
Playing game
Pressing a button to stop the game
Pause game
Showing window resume or exit Choose resume or exit
[Resume]
[Exit] Back to main menu
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Resume game
3.3 Class Diagram 1
1
1 *
1 1
*
1
1
*
*
1
1 1 * *
3.4 Data Dictionary No 1
Name MaxSpeed
Data Type Int
Length 5
2 3
Speed MinSpeed
Int int
5 5
4
TotalMissile
Int
5
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Description Determine maximum aircraft speed Determine normal aircraft speed Determine minimum aircraft speed Determine missile amount
3.5 Storyboard 3.5.1 Storyboard Main Menu
Multimedia Storyboard Project: Sky Knight Screen: 3 of 18
Date: Screen ID: SB02
Screen Description: Is the initial menu page of the game. Selecting a menu storymode will bring players to start a new game confirmations (SB03) Selecting a menu will open the game load game screen (SB11) Selecting a Custom game menu will bring players into the mission selection (SB07) Selecting a menu High Score will bring players into the highscore menu (SB10) Selecting a menu option will bring players to the menu option (SB08) If the player chooses exit the menu, will appear for confirmation to exit the game (SB13) If the player chooses a contact person, then the screen will display contact person (SB17) Link From Screen ID: SB01 Link to Screen ID: SB03; SB07; SB08; SB010; SB11; SB13; SB17 Color Scheme: Button is grayed out [666 666], a black background [000 000] Text Attributes: Arial font type and white [FFFFFF] Still Images: BG.png Audio: Menu.wav Video:Animation:Copyright © 2012
3.5 2 Storyboard Story Mode
Multimedia Storyboard Project: Screen: 5 of 18
Date: Screen ID: SB04
Screen Description: Display when playing story mode missions Selecting the next button will bring players into the aircraft selection (SB05) Choosing the prev button will take players to the main menu (SB02)
Link From Screen ID: SB03 Link to Screen ID: SB05; SB02 Color Scheme: Button is grayed out [666 666], a black background [000 000] Text Attributes: Arial font type and white [FFFFFF] Still Images: Misi.png Audio: Misi.wav Video: Animation:
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3.5.3 Storyboard Memilih Pesawat
Multimedia Storyboard Project: Screen: 6 of 18
Date: Screen ID: SB05
Screen Description: Display the aircraft selection Pressing the arrow keys will display the previous or next selection aircraft. Pressing the button will bring players next to the weapon selection (SB06) Pressing the prev will bring players to the previous page (SB04) Link From Screen ID: SB04 Link to Screen ID: SB06; SB04 Color Scheme: Button is grayed out [666 666], a black background [000 000] Text Attributes: Arial font type and white [FFFFFF] Still Images: Misi.png Audio:Misi.wav Video: Animation: Copyright © 2012
3.5.4 toryboard Memilih Senjata
Multimedia Storyboard Project: Screen: 7 of 18
Date: Screen ID: SB06
Screen Description: Weapon selection menu screen before a mission Pressing the mission will start bringing players to the game (SB11) Pressing the prev will bring players back to the aircraft selection (SB05)
Link From Screen ID: SB05 Link to Screen ID: SB05; SB11 Color Scheme: Button is grayed out [666 666], a black background [000 000] Text Attributes: Arial font type and white [FFFFFF] Still Images: Misi.png Audio:Misi.wav Video: Animation: Copyright © 2012
3.5.5 Storyboard Permainan
Multimedia Storyboard Project: Screen: 12 of 18
Date: Screen ID: SB11
Screen Description: view game Pressing the escape key (esc) will stop the game temporarily (SB12) Completing missions will take players to a successful mission display (SB14)
Link From Screen ID: SB02; SB06 Color Scheme: Button is grayed out [666 666]
Link to Screen ID: SB12;SB14
Text Attributes: Arial font type and white [FFFFFF] Still Images: Audio: Game.wav Video: Animation: Animasi pesawat Copyright © 2012
3.6 Implementation 3.6.1 Main Menu
3.6.2 Mission Below is the mission of the display that appears when players choose the Story Mode.
On this screen there are two buttons, namely exit and the next. After the players read the mission briefing and objectives, players can press next to get to the selection aircraft. Exit option is used if players wants to get out to the main menu.
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3.6.3 Aircraft Selection On this screen, players can choose the selection you have available aircraft by pressing the arrow keys. Players can meliihat statistical description of the aircraft and selection for consideration to complete the mission. After selecting a suitable plane, then the player can go to selection of weapons by pressing the next button, or return to the mission by pressing the prev.
3.6.4 Weapons Selection This screen is the last screen before the start of the mission. On this screen, players can choose weapons (missiles) that will be used on the mission. There are three selection of weapons is can be used, but these weapons can only be used if players has completed a certain level.
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3.6.5 Tampilan Permainan In the game, players are required to complete the mission. Objective in each mission is different - different, and the players were also given vulcan missiles to destroy enemy aircraft.
3.7 Evaluation 3.7.1 Multimedia Evaluation 1. Text The use of text is very often used in this game. Text used to explain the mission, aircraft, weapons and story. 2. Images Images can also be used in this game. The use of images found on the icons and symbols contained in the help menu and in game. 3. Video Videos in this game there at the opening of this game.
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4. Audio Audio in this game are used during a game, either in the main menu or in the game to make the game more interactive and interesting. 5. Animasi Animation in this game is in game, when the aircraft moves.
3.7.2 Human and Computer Interaction Evaluation Game based on the human and computer interaction evaluation results are as follows: Eight golden rules 1. Strive for consistency. 2. Universal usability. 3. Offer informative feedback. 4. Design dialog to yield closure. 5. Offer simple error handling. 6. Permit easy reversal of actions. 7. Support internal locus of control. 8. Reduce short-term memory load.
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4. Conclusion The conclusion from the results of questionnaires that have been designed for the game are: 1. Game design meets the eight golden rules are: consistency, meet universal usability, offering informative feedback, dialog design for closure, to prevent mistakes, easy reversal of actions, support the internal control points, reducing the burden of short-term memory. 2. The gameplay is designed already has is small size and model of aircraft is quite realistic and nice. 3. Game design is sufficient in terms of satisfaction and expectations of players, including graphics, gameplay, and also the story that motivates players. 4. This game can run on computers with lower specifications.
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