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ANALISA DAN PERANCANGAN
GAME SHOOTING 3D
MENGGUNAKAN UNITY
Ivan Liongelino Jacksen
Bina Nusantara University, Jakarta, IndonesiaSoepeno
Bina Nusantara University, Jakarta, Indonesia dan
Suhendrik
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.
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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
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.
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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.
3. Perancangan, Implementasi, dan Evaluasi
3.1 Use Case << Extend >> << Extend >> << Extend >> << Extend >> << Include >>Copyright © 2012
3.2 Activity Diagram
3.2.1 Activity diagram memulai permainan story mode
Menampilkan pilihan pesawat Memberikan peringatan jika data permainan sebelumnya akan hilang
Memilih pesawat
Pemain memilih menu story mode
Menampilkan pilihan senjata Menampilkan misi dan objektif
Memilih senjata
Memulai permainan System
[Start Mission] [Prev]
Konfirmasi memulai new game
Kembali ke main menu
Membaca misi dan objektif
[Yes] [No] [Next] [Exit] [Next [Prev] User
3.2.2 Activity Diagram Memainkan Game
Memainkan game Mengikuti sesuai dengan perintah yang diberikan
User System
Menekan tombol untuk
menghentikan permainan Menghentikan permainan
Mengkonfirmasi pilihan resume atau exit
[Resume]
Ke main menu Melanjutkan permainan [Exit]
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3.3 Class Diagram
Gambar 3.52 Gambar Class Diagram
3.4 Kamus Data
No Nama Tipe Data Lebar Keterangan
1 MaxSpeed Int 5 Menentukan kecepatan maksimal
pesawat
2 Speed Int 5 Menentukan kecepatan normal
pesawat
3 MinSpeed int 5 Menentukan kecepatan minimal
pesawat
4 TotalMissile Int 5 Jumlah misil pada pesawat
Tabel 3.18 Kamus Data
1 1 1 1 1 * 1 * 1 * 1 * * 1 * 1
3.5 Storyboard
3.5.1 Storyboard Main Menu
Multimedia Storyboard
Project: Sky Knight Date: -
Screen: 3 of 18 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:-
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3.5.2 Storyboard Story Mode
Multimedia Storyboard
Project: Date: Screen: 5 of 18 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:
3.5.3 Storyboard Memilih Pesawat
Multimedia Storyboard
Project: Date: Screen: 6 of 18 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:
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3.5.4 Storyboard Memilih Senjata
Multimedia Storyboard
Project: Date: Screen: 7 of 18 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:
3.5.5 Storyboard Permainan
Multimedia Storyboard
Project: Date: Screen: 12 of 18 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:
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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.
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.
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
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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
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
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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.
ANALYSIS AND DESIGN 3D
SHOOTING GAME USING UNITY
Ivan Liongelino Jacksen
Bina Nusantara University, Jakarta, IndonesiaSoepeno
Bina Nusantara University, Jakarta, Indonesia and
Suhendrik
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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.
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.
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
<< Extend >> << Extend >> << Extend >> << Extend >> << Include >> Start Story Mode Start Custom Mode Continue Game Option Navigation Attack Attacked Change Speed Collide Help High Score Exit Game Play Game Contact Person Change Database3.2 Activity Diagram
3.2.1 Activity diagram start story mode
3.2.2 Activity Diagram play game
Displays selection aircraft
Provide a warning if the previous game data will be lost
Choosing aircraft Choose menu story mode
Displays selection weapons
Show mision and objective
Choosing weapon
Start game System
[Start Mission] [Prev]
Confirmation start new game
Back to main menu
Read mision and objective
[Yes] [No] [Next] [Exit] [Next [Prev] User
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Playing game Followed according with the
instructions given
User System
Pressing a button to
stop the game Pause game
Choose resume or exit
[Resume]
Back to main menu Resume game [Exit]
3.3
Class Diagram
3.4
Data Dictionary
No Name Data Type Length Description
1 MaxSpeed Int 5 Determine maximum aircraft
speed
2 Speed Int 5 Determine normal aircraft speed
3 MinSpeed int 5 Determine minimum aircraft
speed
4 TotalMissile Int 5 Determine missile amount
1 1 1 1 1 * 1 * 1 * 1 * * 1 * 1
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3.5
Storyboard
3.5.1 Storyboard Main Menu
Multimedia Storyboard
Project: Sky Knight Date: -
Screen: 3 of 18 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:-
3.5 2 Storyboard Story Mode
Multimedia Storyboard
Project: Date: Screen: 5 of 18 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: Date: Screen: 6 of 18 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:
3.5.4 toryboard Memilih Senjata
Multimedia Storyboard
Project: Date: Screen: 7 of 18 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:
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3.5.5 Storyboard Permainan
Multimedia Storyboard
Project: Date: Screen: 12 of 18 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 Link to Screen ID: SB12;SB14 Color Scheme: Button is grayed out [666 666]
Text Attributes: Arial font type and white [FFFFFF] Still Images:
Audio: Game.wav
Video:
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.
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
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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.
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.
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References
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.
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