IMPLEMENTASI ALGORITMA FINITE STATE MACHINE SEBAGAI PERUBAHAN PERILAKU OTONOM DAN ADAPTIF PADA NON PLAYER CHARACTER DALAM GAME PETUALANGAN KESATRIA GARUDA

Suteja, Abdul Rizal (2020) IMPLEMENTASI ALGORITMA FINITE STATE MACHINE SEBAGAI PERUBAHAN PERILAKU OTONOM DAN ADAPTIF PADA NON PLAYER CHARACTER DALAM GAME PETUALANGAN KESATRIA GARUDA. S1 Teknik Informatika thesis, STMIK Widya Cipta Dharma.

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Abstract

Abdul Rizal Suteja, 2020, Implementasi Algoritma Finite State Machine Sebagai Perubahan Perilaku Otonom dan Adaptif Pada Non-Player Character Dalam Game Petualangan Kesatria Garuda, Skripsi Program Studi Teknik Informatika, STMIK Widya Cipta Dharma, Pembimbing (I) Reza Andrea, S.Kom., M.Kom dan Pembimbing (II) Eka Arriyanti, S.Pd., M.kom Kata Kunci : Game, Petualangan, Finite State Machine Penelitian dilakukan untuk dapat membuat sebuah game 2 dimensi genre petualangan berbasis android yang nantinya jika penelitian ini berhasil bisa menjadi hiburan bagi anak anak. Penelitian ini dilakukan di STMIK Widya Cipta Dharma Samarinda. Metode pengumpulan data yang digunakan yaitu dengan wawancara yang mengajukan pertanyaan-pertanyaan yang berkaitan dengan game. Dengan cara observasi, yaitu mengadakan pengamatan secara langsung ke STMIK Widya Cipta Dharma Samarinda. Dalam penelitian ini metode pengembangan sistem yang digunakan yaitu multimedia dengan perangkat lunak pendukung yang digunakan adalah Unity 2018.4.6f1 serta Corel Draw. Non-player character menggunakan metode finite state machine (FSM). Metode ini digunakan untuk mengatur perilaku NPC (Non Player Character) agar dapat melakukan perlawanan kepada player. Adapun hasil akhir dari penelitian ini yakni Game “Petualangan Kesatria Garuda” berbasis android, memiliki tampilan gameplay yang menarik dan menghibur serta anak-anak bisa belajar mengamalkan nilai sila-sila Pancasila. "================================================================================================================="Abdul Rizal Suteja, 2020, Implementation of the Finite State Machine Algorithm as a Change in Autonomous and Adaptive Behavior in Non-Player Character in Garuda Knight's Adventure Game, thesis in Informatics Enginering, STMIK Widya Cipta Dharma, Advisor (I) Reza Andrea, S.Kom., M.Kom. and Advisor (II) Eka Arriyanti, S.Pd., M.Kom. Keywords : Game, Adventure, Finite State Machine The Research was held to get a 2-dimensional game genre adventure based on android which later if this research is successful can be entertainment for children. This research was held at STMIK Widya Cipta Dharma Samarinda. Data collection methods used are interviews that ask questions related to the game. By way of observation, which is conducting observations directly to STMIK Widya Cipta Dharma Samarinda. In this research, the system development method used is multimedia with supporting software used is Unity 2018.4.6f1 and Corel Draw. Non-player characters use the finite state machine (FSM) method. This method is used to regulate NPC (Non Player Character) behavior in order to be able to fight the player. And the end result of this research is the Android-based Game "Knight Adventure of Garuda", has an interesting and entertaining gameplay and children can learn to practice the values of the Pancasila precepts.

Item Type: Thesis (S1 Teknik Informatika)
Additional Information: Pembimbing Utama : Reza Andrea, S.Kom.,M.Kom Pembimbing Pendamping : Eka Arriyanti, S.Pd.,M.Kom
Uncontrolled Keywords: Game, Petualangan, Finite State Machine
Subjects: Q Science > QA Mathematics > QA76 Computer software
Divisions: Teknik Informatika
Depositing User: Mr Abdul Rizal Suteja
Date Deposited: 02 Sep 2020 05:51
Last Modified: 02 Sep 2020 05:51
URI: http://repository.wicida.ac.id/id/eprint/3318

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