Pengembangan Game Platformer Slime Jump Menggunakan Metode Sekuensial Linier
DOI:
https://doi.org/10.32736/sisfokom.v12i1.1576Keywords:
Game Platformer, Slime Jump, Sekuensial LinierAbstract
Tujuan dari proyek penelitian ini adalah untuk membuat game slime jump platformer dengan metode linear sequential yang tangguh dan informatif tanpa mengorbankan fungsi utama game tersebut, yaitu untuk memberikan hiburan dan kesenangan. Analisis kebutuhan fungsional, kebutuhan perangkat lunak, dan kebutuhan perangkat keras dimasukkan dalam penelitian ini sebagai pendekatan pengembangan sistem. Metode lain termasuk desain sistem, implementasi sistem, dan pengujian sistem. Kesulitan dalam proses pembuatan game dari awal hingga bisa dimainkan, seperti mencari tahu apa konsep utama game tersebut, memikirkan ide-ide yang bisa dimasukkan ke dalam game, mencari tahu cara memasukkannya semua ide dan konsep tersebut ke dalam game yang sedang dibuat, dan memastikan bahwa game yang dibuat adalah game yang seru dan orisinal.References
C. Tang, Z. Wang, X. Sima, and L. Zhang, “Research on Artificial Intelligence Algorithm and Its Application in Games,” in 2020 2nd International Conference on Artificial Intelligence and Advanced Manufacture (AIAM), 2020, pp. 386–389. doi: 10.1109/AIAM50918.2020.00085.
S. Murtiningsih, Filsafat Pendidikan Video Games: Kajian tentang Struktur Realitas dan Hiperealitas Permainan Digital. Gadjah Mada University Press, 2021. [Online]. Available: https://books.google.co.id/books?id=cPwWEAAAQBAJ
P. H. Miranda, H. D. Waluyanto, and A. Zacky, “Perancangan Buku Komik sebagai Media Informasi Mengenai Dampak Game Terhadap Perilaku Sosial Anak,” J. DKV Adiwarna, vol. 1, no. 12, p. 9, 2018, [Online]. Available: http://publication.petra.ac.id/index.php/dkv/article/view/7259
T. S. A. Setyaningsih and H. Wahyuni, “Stimulasi Permainan Puzzle Berpengaruh Terhadap Perkembangan Sosial dan Kemandirian Anak Usia Prasekolah,” J. Keperawatan Silampari, vol. 2, no. 1, pp. 1–13, 2018, doi: 10.31539/jks.v1i2.9 STIMULASI.
M. R. Hamadi, A. S. Lumenta, and M. D. Putro, “Rancang Bangun Aplikasi Game Edukasi Hafalan Doa Agama Islam,” J. Tek. Inform., vol. 12, no. 1, 2017, [Online]. Available: https://ejournal.unsrat.ac.id/index.php/informatika/article/view/17791
N. Ramsari and G. Ramadhan, “Pembuatan Game Side Scrolling 2D the Naila ’ S Survival Berbasis Android,” J. Teknol. Inf. dan Komun., vol. VIII, no. 2, pp. 67–80, 2018, [Online]. Available: file:///C:/Users/USER PC/Downloads/310-Article Text-547-1-10-20200402.pdf
W. C. Setyawan, Sulthoni, and S. Ulfa, “Pengembangan Multimedia Game Edukasi IPA Lapisan Bumi Untuk MTS,” JKTP J. Kaji. Teknol. Pendidik., vol. 2, no. 1, pp. 30–36, 2019, doi: 2615-8787.
I. Ahmad and W. Widodo, “Penerapan Algoritma A Star (A*) pada Game Petualangan Labirin Berbasis Android,” Khazanah Inform. J. Ilmu Komput. dan Inform., vol. 3, no. 2, pp. 57–63, 2017.
M. Iqbal, S. Rahayu, and T. Herdiawan, “Rancang Bangun Sistem Pembelajaran Game Edukasi Berbasis Web Guna Meningkatkan Ranah Psikomotorik Pada Mata Pelajaran Matematika di Level SMP,” J. CoreIT J. Has. Penelit. Ilmu Komput. dan Teknol. Inf., vol. 6, no. 1, p. 8, 2020, doi: 10.24014/coreit.v6i1.9115.
G. P. Mahardhika, “Gim Proses Donor Darah Sebagai Alat Promosi Donor Darah,” JMAI (Jurnal Multimed. Artif. Intell., vol. 3, no. 1, pp. 9–16, 2019, doi: 10.26486/jmai.v3i1.91.
A. Zulkarnais, P. Prasetyawan, and A. Sucipto, “Game Edukasi Pengenalan Cerita Rakyat Lampung Pada Platform Android,” J. Inform. J. Pengemb. IT, vol. 3, no. 01, pp. 96–102, 2018.
U. Umair and H. A. Tawakal, “Pengembangan Aplikasi Permainan Pembelajaran Matematika menggunakan Model-Driven Game Development,” J. Teknol. Terpadu, vol. 7, no. 1, pp. 39–44, 2021, doi: 10.54914/jtt.v7i1.346.
Herdiman, J. Pragantha, and D. A. Haris, “Pembuatan Game Platformers ‘Robot Hero’ Multi-Platform,” J. Ilmu Komput. dan Sist. Inf., pp. 191–195, 2017.
F. A. Jellyanto, I. Kuswardayan, and N. Suciati, “Rancang Bangun Pembangkit World Dinamis Menggunakan Algoritma Recursive Backtracking pada Game 2D Platformer ‘Mine Meander,’” J. Tek. ITS, vol. 5, no. 2, 2016.
A. M. Pratama and A. P. Armin, “Perancangan Permainan Platformer Ninja Runner Menggunakan Metode Finite State Machine Berbasis Desktop Dengan Tools Unity 2D Game Engine,” Universitas 17 Agustus 1945 Surabaya, 2021.
A. Summerville, J. Osborn, C. Holmgrard, and D. W. Zhang, “Mechanics Automatically Recognized via Interactive Observation: Jumping,” 2017. doi: 10.1145/3102071.3102104.
Nanang Hoesen, “Rancang Bangun Game Berbasis Android Bertemakan Cerita Rakyat Betawi Si Pitung,” J. Esensi Infokom, vol. 5, no. 2, pp. 32–37, 2021.
P. Sharma and N. Hasteer, “Analysis of linear sequential and extreme programming development methodology for a gaming application,” in 2016 International Conference on Communication and Signal Processing (ICCSP), 2016, pp. 1916–1920. doi: 10.1109/ICCSP.2016.7754505.
Y. G. Putra, “Pembuatan Game Balap Kucing Dengan Unity Berbasis Android,” 2017.
W. A. Septiko, “Pengembangan Game Edukasi Platformer Kisah Gajah Mada Menyatukan Nusantara Menggunakan Metode Iterative With Rapid Prototyping,” Universitas Brawijaya, 2018.
F. Yedithia, “Pengembangan Game Platformer ‘Ayo Lawan Virus’ Berbasis Android dengan Menggunakan Game Engine Unity,” J. Hum. Teknol., vol. 8, no. 1, pp. 1–9, 2022.
I. Sommerville, Engineering Software Products: An Introduction to Modern Software Engineering, First edit. Hoboken: Pearson Education, 2019. [Online]. Available: https://lccn.loc.gov/2019004631
Downloads
Published
Issue
Section
License
The copyright of the article that accepted for publication shall be assigned to Jurnal Sisfokom (Sistem Informasi dan Komputer) and LPPM ISB Atma Luhur as the publisher of the journal. Copyright includes the right to reproduce and deliver the article in all form and media, including reprints, photographs, microfilms, and any other similar reproductions, as well as translations.
Jurnal Sisfokom (Sistem Informasi dan Komputer), LPPM ISB Atma Luhur, and the Editors make every effort to ensure that no wrong or misleading data, opinions or statements be published in the journal. In any way, the contents of the articles and advertisements published in Jurnal Sisfokom (Sistem Informasi dan Komputer) are the sole and exclusive responsibility of their respective authors.
Jurnal Sisfokom (Sistem Informasi dan Komputer) has full publishing rights to the published articles. Authors are allowed to distribute articles that have been published by sharing the link or DOI of the article. Authors are allowed to use their articles for legal purposes deemed necessary without the written permission of the journal with the initial publication notification from the Jurnal Sisfokom (Sistem Informasi dan Komputer).
The Copyright Transfer Form can be downloaded [Copyright Transfer Form Jurnal Sisfokom (Sistem Informasi dan Komputer).
This agreement is to be signed by at least one of the authors who have obtained the assent of the co-author(s). After submission of this agreement signed by the corresponding author, changes of authorship or in the order of the authors listed will not be accepted. The copyright form should be signed originally, and send it to the Editorial in the form of scanned document to sisfokom@atmaluhur.ac.id.