PEMBUATAN GAME KARAPAN SAPI RACE MENGGUNAKAN UNITY 3D
TUGAS AKHIR
Diajukan Untuk Memenuhi Persyaratan Guna Meraih Gelar Sarjana Strata 1 Teknik Informatika Universitas Muhammadiyah Malang
Disusun Oleh : FIRMANSYAH REKSO WIBOWO NIM : 09560039
JURUSAN TEKNIK INFORMATIKA FAKULTAS TEKNIK UNIVERSITAS MUHAMMADIYAH MALANG 2014
PEMBUATAN GAME KARAPAN SAPI RACE MENGGUNAKAN UNITY 3D
TUGAS AKHIR
Diajukan Untuk Memenuhi Persyaratan Guna Meraih Gelar Sarjana Strata 1 Teknik Informatika Universitas Muhammadiyah Malang
Disusun Oleh : FIRMANSYAH REKSO WIBOWO NIM : 09560039
JURUSAN TEKNIK INFORMATIKA FAKULTAS TEKNIK UNIVERSITAS MUHAMMADIYAH MALANG 2014
LEMBAR PERSETUJUAN
PEMBUATAN GAME KARAPAN SAPI RACE MENGGUNAKAN UNITY 3D
TUGAS AKHIR
Oleh : Firmansyah Rekso Wibowo 09560039
Diajukan Untuk Memenuhi Persyaratan Guna Meraih Gelar Sarjana Strata 1 Teknik Informatika Universitas Muhammadiyah Malang
Menyetujui,
Dosen Pembimbing I
Dosen Pembimbing II
Hariyady, S Kom, MT
Agus Eko Minarno, S.Kom
NIP : 101.9406.0206
NIDN : 0729118203
LEMBAR PENGESAHAN PEMBUATAN GAME KARAPAN SAPI RACE MENGGUNAKAN UNITY 3D TUGAS AKHIR Diajukan Untuk Memenuhi Persyaratan Guna Meraih Gelar Sarjana Strata 1 Teknik Informatika Universitas Muhammadiyah Malang Disusun Oleh : FIRMANSYAH REKSO WIBOWO 09560039 Tugas Akhir ini telah diuji dan dinyatakan lulus oleh tim penguji pada tanggal 12 April 2014 Menyetujui, Penguji I
Penguji II
Gita Indah Marthasari, ST
Evi Dwi Wahyuni, S.Kom
NIP : 108.0611.0442
NIDN : 0718108701
Mengetahui, Ketua Jurusan Teknik Informatika
Yuda Munarko, S.Kom, M.Sc NIP:108.0611.0443
SURAT PERNYATAAN Yang bertanda tangan dibawah ini: Nama
: Firmansyah Rekso Wibowo
Tempat, Tgl Lahir
: Lumajang, 30 Mei 1991
NIM
: 09560039
Fakultas/Jurusan
: Teknik/ Informatika
Menyatakan bahwa karya ilmiah/skripsi/tugas akhir saya yang berjudul ”PEMBUATAN GAME KARAPAN SAPI RACE MENGGUNAKAN UNITY 3D” beserta seluruh isinya adalah karya saya sendiri dan bukan merupakan karya tulis orang lain, baik sebagian maupun keseluruhan, kecuali dalam bentuk kutipan yang telah saya sebutkan sumbernya. Demikian surat pernyataan ini saya buat dengan sebenar-benarnya dan apabila pernyataan ini tidak benar, saya siap menanggung segala bentuk resiko/sanksi yang berlaku. Malang, 12 April 2013
Yang Membuat Pernyataan
Firmansyah Rekso Wibowo Mengetahui, Dosen Pembimbing I
Dosen Pembimbing II
Hariyady, S.Kom, MT
Agus Eko Minarno, S.Kom
NIP : 101.9406.0206
NIDN : 0729118203
KATA PENGANTAR
Segala puji bagi Allah yang senantiasa memberikan nafas kehidupan dan keberkahan sehingga peneliti dapat menyelesaikan tugas akhir yang berjudul ”PEMBUATAN GAME KARAPAN SAPI RACE MENGGUNAKAN UNITY 3D”. Pada penelitian tugas akhir ini dirancang game yang bertujuan selain memberikan konsep game yang fun, game ini juga sebagai sarana pelestarian dan pengenalan kebudayaan karapan sapi yang dimiliki masyarakat pulau Madura di Indonesia. Dalam penyusunan tugas akhir ini penulis dibantu oleh dosen pembimbing Bapak Hariyady, S. Kom, MT dan Bapak Agus Eko Minarno, S. Kom yang dengan kesabarannya membimbing penulis. Untuk itu penulis sangat berterima kasih dan semoga penulis berharap dapat membalas jasa dosen pembimbing. Kepada ibu, adik dan kakak yang dengan sabar memberi dukungan moril dan materil penulis menyampaikan rasa kasih sayang dan hormat yang tak terhingga. Dengan tugas akhir ini penulis berharap dapat sedikit memberikan gagasan mengenai salah satu pengembangan game yang mengusung tema kebudayaan Indonesia sehingga kedepannya dapat bermanfaat, meskipun penulis sangat menyadari banyak kekurangan disana-sini. Pada kesempatan ini penulis juga berharap kepada pembaca untuk memberikan kritik dan sarannya.
Malang, 30 April 2014
Penulis
LEMBAR PERSEMBAHAN
Ucapan syukur dan terimakasih kepada Allah SWT yang tak hentihentinya memberikan petunjuk dan kelancaran dalam setiap langakahku. Sholawat serta salam senantiasa tercurahkan kepada junjungan Nabi besar Rasullullah Muhammad SAW. Kupersembahkan karya sederhanaku ini kepada orang yang ikut memberikan dukungan baik dalam bentuk doa maupun semangat, yaitu kepada:
Ibuku Tutik Wahyuningtyas dan Almarhum Ayahku Muhammad Rodhi tercinta yang tak henti-hentinya memberikan dukungan lahir dan batin sepenuh hati selama saya hidup. Dik Shinta, Mbak Fifit, Mas Bhekti dan keponakanku Cilla. Keluarga Lumajang dan Madiun
Dosen dan karyawan
Informatika, khususnya dosen pembimbing pak
Hariyady, pak Agus Eko dan dosen penguji bu Evi dan bu Gita. Dosen dan karyawan Lembaga Kebudayan UMM pak Hari, pak Andi dan mbak Ifa.
Teman-teman seperjuangan skripsi Ariska Ferlina, Revana Jian Arista, Dhito Utomo, Devi Puspitasari (Tante), Ari Pankerz.
Edo Fredyan yang sudah berkenan meminjamkan printernya, beserta temanteman kontrakan 24C
Guru desain 3D dan game saya, Andri dan Ariz
Teman-teman kelas A terutama untuk neng Geulis
Seluruh anggota Himaru, Pakde, Paklek, Icung, Dedi, Reva, Epi, Romzi, Sugab, Kipli, Ipul, Eka, Rini, Bayu, Iji, Danang
Keluarga besar Ikabama UMM, pengurus periode 2010-2011, 2011-2012, teman-teman diklatsar 11, adik-adik diklat 12,13,14, dan 15.
Teman-teman band flip flop, 7 days weekend, paradigma, seluruh band dari powergun family, dan homeband Ikabama
Teman-teman game ragnarok online “The Phantom Opera”, “Thor”, Kira, Hasto, Sisil, Dio, Richi, Bay, Bastian, Fian, Beny, Mario, Bond, Catur, Tri, Kinal, Ryan, Randy, Hapox, Jusy, Nana, Kunyuk, Josapat, Jerry, Mark, Imran.
Sesorang yang nantinya akan menjadi pendamping hidup saya .
DAFTAR ISI HALAMAN JUDUL...................................................................................................... i LEMBAR PERSETUJUAN.......................................................................................... ii LEMBAR PENGESAHAN ......................................................................................... iii LEMBAR PERNYATAAN ......................................................................................... iv ABSTRAK .................................................................................................................... v ABSTRACT ................................................................................................................. vi KATA PENGANTAR ................................................................................................ vii LEMBAR PERSEMBAHAN .................................................................................... viii DAFTAR ISI ................................................................................................................ ix DAFTAR GAMBAR ................................................................................................. xiii DAFTAR TABEL ...................................................................................................... xvi BAB I PENDAHULUAN 1.1 Latar Belakang ........................................................................................................ 1 1.2 Rumusan Masalah ................................................................................................... 2 1.3 Tujuan ..................................................................................................................... 2 1.4 Batasan Masalah...................................................................................................... 2 1.5 Metodologi Penyelesaian Masalah .......................................................................... 3 1.5.1 Analisa Game .................................................................................................... 3 1.5.1.1 Konsep Software Game ............................................................................... 3 1.5.1.2 Study Literatur ............................................................................................ 4 1.5.1.3 Skenario Game ............................................................................................ 4 1.5.2 Desain ............................................................................................................... 5 1.5.2.1 Penentuan Objek/Elemen Game ................................................................. 5 1.5.2.2 Modeling Objek 3D ..................................................................................... 5 1.5.2.3 Texturing Objek 3D..................................................................................... 5 1.5.2.4 Rigging Body Objek 3D .............................................................................. 6 1.5.2.5 Animasi Objek 3D....................................................................................... 6 1.5.3 Implementasi ..................................................................................................... 6 1.5.3.1 Pengaplikasian Controlling Objek 3D ........................................................ 6
1.5.3.2 Rendering Akhir .......................................................................................... 6 1.5.4 Pengujian Game ................................................................................................ 6 1.6 Sistematika Penulisan.............................................................................................. 6 BAB II LANDASAN TEORI 2.1 Karapan Sapi ........................................................................................................... 8 2.2 Game ....................................................................................................................... 9 2.2.1 Game Edukatif Kebudayaan ........................................................................... 10 2.2.2 Alur Pembuatan Game .................................................................................... 11 2.3 Game Engine ......................................................................................................... 14 2.3.1 Jenis Game Engine .......................................................................................... 14 2.4 Blender 3D ............................................................................................................ 15 2.4.1 Shortcut Blender.............................................................................................. 16 2.4.2 Modeling Karakter .......................................................................................... 17 2.5 Unity 3D ................................................................................................................ 25 2.5.1 Komponen Unity 3D ....................................................................................... 25 2.6 Bahasa Pemrograman C# ...................................................................................... 29 2.7 Bahasa Pemrograman Javascript ........................................................................... 32 2.7.1 Object .............................................................................................................. 32 2.7.2 Variabel ........................................................................................................... 33 BAB III ANALISA DAN PERANCANGAN SISTEM 3.1 Analisa Sistem ....................................................................................................... 35 3.1.1 Deskripsi Sistem.............................................................................................. 35 3.1.2 Analisa Kebutuhan Fungsional ....................................................................... 35 3.1.3 Analisa Kebutuhan Non Fungsional ............................................................... 36 3.1.4 Skenario Game ................................................................................................ 36 3.1.5 Usecase Diagram ............................................................................................ 38 3.2 Perancangan Sistem .............................................................................................. 39 3.2.1 Activity Diagram ............................................................................................. 39 3.2.1.1 Activity Diagram Play ............................................................................... 40 3.2.1.2 Activity Diagram About............................................................................. 41 3.2.1.3 Activity Diagram Penerapan AI (Computer) ............................................. 41 3.2.1.3 Activity Diagram Exit................................................................................ 42
3.3.2 Sequence Diagram .......................................................................................... 42 3.3.2.1 Sequence Diagram Play ............................................................................ 43 3.3.2.2 Sequence Diagram About.......................................................................... 44 3.3.2.3 Sequence Diagram Penerapan AI (Computer) .......................................... 44 3.3.2.3 Sequence Diagram Exit............................................................................. 45 3.2.3 Class Diagram ................................................................................................ 45 3.2.3.1 Class Diagram Main Menu ....................................................................... 46 3.2.3.2 Class Diagram Select Character .............................................................. 46 3.2.3.3 Class Diagram Race Start......................................................................... 48 3.2.4 Desain Interface .............................................................................................. 50 3.2.4.1 Interface Main Menu dan Play Menu........................................................ 50 3.2.4.2 Interface Select Character ........................................................................ 51 3.2.4.3 Interface Start Game ................................................................................. 51 3.2.4.4 Interface GUI Game Over ......................................................................... 52 BAB IV IMPLEMENTASI DAN PENGUJIAN 4.1 Implementasi Perangkat Keras ............................................................................. 53 4.2 Implementasi Perangkat Lunak ............................................................................ 53 4.3 Implementasi Antarmuka ..................................................................................... 53 4.3.1 Implementasi Main Menu ............................................................................... 53 4.3.2 Implementasi Select Character ....................................................................... 56 4.3.3 Implementasi Map / Track Race ..................................................................... 60 4.3.4 Implementasi Start Race ................................................................................. 62 4.3.4.1 Implementasi Spawn Player...................................................................... 64 4.3.4.2 Implementasi Character Controller (Player) ........................................... 65 4.3.4.3 Implementasi Waypoint (Artificial Intellegence) ...................................... 66 4.3.4.4 Implementasi Finish Line.......................................................................... 67 4.3.4.5 Implementasi Camera Follow Player Movement ..................................... 73 4.4 Pengujian ............................................................................................................... 73 4.4.1 Pengujian Alpha .............................................................................................. 74 4.4.1.1 Skenario Pengujian Game ......................................................................... 74 4.4.1.2 Hasil Pengujian ......................................................................................... 76 4.4.1.2.1 Pengujian Main Menu ......................................................................... 76
4.4.1.2.2 Pengujian About .................................................................................. 77 4.4.1.2.3 Pengujian Select Character (Human) ................................................. 78 4.4.1.2.4 Pengujian Select Character (Sapi) ...................................................... 80 4.4.1.2.5 Pengujian Select Character (Kereta) .................................................. 81 4.4.1.2.6 Pengujian Start Race ........................................................................... 82 4.4.1.3 Kesimpulan Hasil Pengujian ........................................................................ 84 4.4.2 Pengujian Beta ................................................................................................... 84 4.4.2.1 Kuisioner Pengguna Game ........................................................................... 84 BAB V KESIMPULAN DAN SARAN 5.1 Kesimpulan ........................................................................................................... 89 5.2 Saran...................................................................................................................... 90 DAFTAR PUSTAKA LAMPIRAN-LAMPIRAN
DAFTAR GAMBAR Gambar 1.1 Alur Metodologi Pembuatan Game..................................................... 3 Gambar 1.2 Flowchart Konsep Software Game ..................................................... 4 Gambar 2.1 Basic Shortcut [4] ............................................................................ 16 Gambar 2.2 Editing Shotcut [4] ............................................................................ 17 Gambar 2.3 Navigation Shotcut [4] ...................................................................... 17 Gambar 2.4 Split Viewport .................................................................................... 18 Gambar 2.5 Add Image ......................................................................................... 18 Gambar 2.6 Memasukkan Cube ............................................................................ 19 Gambar 2.7 Membagi Cube (kiri) Seleksi dan Menhapus Faces (kanan) ............ 19 Gambar 2.8 Modifier Mirror ................................................................................. 20 Gambar 2.9 Extrude Cube ..................................................................................... 20 Gambar 2.10 Scale Faces, Edges Slide (kiri) dan Extrude Lengan Char (kanan) 21 Gambar 2.11 Menambahkan Edges Object........................................................... 21 Gambar 2.12 Extrude Faces (kiri) dan Meratakan Faces (kanan) ........................ 22 Gambar 2.13 Penambahan Edges Pada Kaki ........................................................ 22 Gambar 2.14 Perbaikan Postur Karakter............................................................... 23 Gambar 2.15 Pembuatan Leher Karakter .............................................................. 23 Gambar 2.16 Extrude dan Penambahan Segmen Edges Pada Kepala .................. 24 Gambar 2.17 Penyempurnaan Bentuk Kepala ...................................................... 24 Gambar 2.18 Melihat Scene “MyMarble” ............................................................ 26 Gambar 2.19 Import Packages.............................................................................. 26 Gambar 2.20 Sitting Prefabs ................................................................................. 27 Gambar 2.21 Perbedaan Game Object Kosong dan Game Object Cube .............. 27 Gambar 2.22 Keyword Pada C#............................................................................ 31 Gambar 3.1 Use Case Diagram ............................................................................ 39 Gambar 3.2 Activity Diagram Play ....................................................................... 40 Gambar 3.3 Activity Diagram About ..................................................................... 41 Gambar 3.4 Acitvity Diagram Penerapan AI (Computer) ..................................... 41 Gambar 3.5 Activity Diagram Exit ........................................................................ 42
Gambar 3.6 Sequence Diagram Play .................................................................... 43 Gambar 3.7 Sequence Diagram About .................................................................. 44 Gambar 3.8 Sequence Diagram Penerapan AI (Computer) .................................. 44 Gambar 3.9 Sequences Diagram Exit ................................................................... 45 Gambar 3.10 Class Diagram Main Menu ............................................................. 46 Gambar 3.11 Class Diagram Select Character..................................................... 46 Gambar 3.12 Class Diagram Race Start ............................................................... 48 Gambar 3.13 Desain Interface Main Menu ........................................................... 50 Gambar 3.14 Desain Interface Select Character .................................................. 51 Gambar 3.15 Desain Interface Start Game ........................................................... 51 Gambar 3.16 Desain Interface GUI Text .............................................................. 52 Gambar 4.1 Tampilan Main Menu ....................................................................... 54 Gambar 4.2 Potongan Kode Play Game (PlayGame.js) ....................................... 54 Gambar 4.3 Tampilan Ketika Menekan Menu About ........................................... 55 Gambar 4.4 Potongan Kode Tombol About Pada Menu Utama ........................... 55 Gambar 4.5 Potongan Kode Exit Button (Exit.js) ................................................. 56 Gambar 4.6 Implementasi Select Character ......................................................... 56 Gambar 4.7 Potongan Kode Select Human (SelectHuman.js) .............................. 57 Gambar 4.8 Potongan Kode Back Button (BackToMain.js) ................................. 57 Gambar 4.9 Potongan Kode Reset Point (resetPoint.js) ....................................... 58 Gambar 4.10 Select Character (Sapi) ................................................................... 58 Gambar 4.11 Potongan Kode Select Sapi (SelectSapi.js) ..................................... 59 Gambar 4.12 Select Character (Kereta)................................................................ 59 Gambar 4.13 Potongan Kode Select Kereta (SelectKereta.js) .............................. 60 Gambar 4.14 Tampilan Implementasi Track (Map 1) .......................................... 61 Gambar 4.15 Tampilan Implementasi Track (Map 2) .......................................... 61 Gambar 4.16 Tampilan Implementasi Track (Map 2) .......................................... 62 Gambar 4.17 Potongan Kode Select Map (SelectKereta.js) ................................. 62 Gambar 4.18 Interface Start Race ......................................................................... 63 Gambar 4.19 Inisialisasi Variabel Untuk MethodPlayerPrefs() (spawnPlayer.js) 64 Gambar 4.20 Potongan Kode spawnPlayer() (spawnPlayer.js) ........................... 64 Gambar 4.21 Potongan Kode Controller Object (PlayerController.cs) ............... 65
Gambar 4.22 Penempatan waypoints .................................................................... 66 Gambar 4.23 Potongan Kode Untuk waypoints (CPU_Movement.js) .................. 66 Gambar 4.24 Potongan Kode Untuk Menentukan Letak waypoint ...................... 67 Gambar 4.25 Collider FinishLine ......................................................................... 68 Gambar 4.26 Collider Checkpoints ....................................................................... 68 Gambar 4.27 Potongan Kode Class CheckPoint (checkPoint.js) ......................... 69 Gambar 4.28 Potongan Kode Finish (Finish.js) ................................................... 69 Gambar 4.29 Indikator Sebelum dan Sesudah Melewati CheckPoint .................. 69 Gambar 4.30 Tampilan Finish Race .................................................................... 70 Gambar 4.31 Kondisi setRank Untuk Cpu (finish.js)............................................ 70 Gambar 4.32 SetRank dan SetPoint Untuk Player (Finish.js) .............................. 71 Gambar 4.33 Potongan Kode Function satu(),dua(),tiga()dan empat()(finish.js) 72 Gambar 4.34 Potongan Kode Menampilkan GUI (Finish.js) ............................... 72 Gambar 4.35 Potongan Kode Menambahkan Poin (Finish.js) ............................. 73 Gambar 4.36 Potongan Kode Camera Follow Player (CameraFollowObject.js) 73 Gambar 4.37 Pengujian Menu Utama ................................................................... 77 Gambar 4.38 Pengujian About .............................................................................. 78 Gambar 4.39 Pengujian Select Character (Human) ............................................. 79 Gambar 4.40 Pengujian Select Character (Sapi) .................................................. 80 Gambar 4.41 Pengujian Select Character (Kereta) .............................................. 81 Gambar 4.42 Pengujian Start Race ....................................................................... 82 Gambar 4.43 Hasil Pengujian Rank ...................................................................... 83 Gambar 4.44 Hasil Pengujian Start Race.............................................................. 83 Gambar 4.45 Rumus Hasil Pengujian Responden ................................................ 86
DAFTAR TABEL Tabel 3.1 Daftar Kemampuan dan Poin Human ................................................... 37 Tabel 3.2 Daftar Kemampuan dan Poin Sapi ....................................................... 37 Tabel 3.3 Daftar Kemampuan dan Poin Kereta .................................................... 37 Tabel 3.4 Daftar Track Lomba .............................................................................. 38 Tabel 3.5 Daftar Poin yang Didapat ...................................................................... 38 Tabel 4.1 Fungsi Tombol Keyboard ..................................................................... 65 Tabel 4.2 Point dan Rank ...................................................................................... 71 Tabel 4.3 Skenario Pengujian Main Menu ............................................................ 74 Tabel 4.4 Skenario Pengujian About ..................................................................... 74 Tabel 4.5 Skenario Pengujian Select Character (Human) .................................... 74 Tabel 4.6 Skenario Pengujian Select Character (Sapi)......................................... 75 Tabel 4.7 Skenario Pengujian Select Character (Kereta) ..................................... 75 Tabel 4.8 Skenario Pengujian Pada Start Race .................................................... 76 Tabel 4.9 Pengujian Pada Main Menu .................................................................. 77 Tabel 4.10 Pengujian Pada About ......................................................................... 78 Tabel 4.11 Pengujian Pada Select Character (Human) ........................................ 79 Tabel 4.12 Pengujian Pada Select Character (Sapi) ............................................. 80 Tabel 4.13 Pengujian Pada Select Character (Kereta).......................................... 81 Tabel 4.14 Pengujian Pada Start Race ................................................................. 83 Tabel 4.15 Kuisioner Analisa Game .................................................................... 84 Tabel 4.16 Kuisioner Desain Game ...................................................................... 85 Tabel 4.17 Kuisioner Implementasi Game............................................................ 85 Tabel 4.18 Kuisioner Pengujian Game ................................................................. 85 Tabel 4.19 Tabel Daftar Penilaian ........................................................................ 86 Tabel 4.20 Responden Kuisioner .......................................................................... 86
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