i PEMBUATAN GAME “LABIRIN ESCAPE” BERBASIS UNREAL

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PEMBUATAN GAME “LABIRIN ESCAPE” BERBASIS UNREAL
ENGINE
TUGAS AKHIR
Diajukan Untuk Menyusun Tugas Akhir dalam Program DIII Teknik Informatika
Fakultas Matematika dan Ilmu Pengetahuan Alam
Universitas Sebelas Maret
Disusun oleh:
FADHLI WASKITO PAMUNGKAS
NIM. M3110051
PROGRAM DIPLOMA III TEKNIK INFORMATIKA
FAKULTAS MATEMATIKA DAN ILMU PENGETAHUAN ALAM
UNIVERSITAS SEBELAS MARET
SURAKARTA
2015
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ii
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ABSTRACT
Fadhli Waskito Pamungkas, 2014. PEMBUATAN GAME “LABIRIN
ESCAPE” BERBASIS UNREAL ENGINE. DIII program Informatics. Faculty
of Mathematics and Sciences. Sebelas Maret Surakarta University.
Play a game is actually not just for spend the time and having fun but also
can be use to sharpen the logic in the world that different from our real world. A
game have to not a moral massage or education, because a game is a separate
world and have their own unique.
The flow of the game design is made from a storyboard and then designed
the depiction of the character, background and obstacles. The completed game
depictions of supporting elements then applied to the game engine. The game is
built using Kismet programming with the Unreal Development Kit.
The results of this research is desktop base game entitled “Labirin Escape”
with 3D display. This game is played by one person and has amazing difficulty
level to finish it. The genre of this game is puzzle game and third person shooter.
Keywords: 3D Games, Puzzle, Unreal Engine Game
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ABSTRAK
Fadhli Waskito Pamungkas, 2014. PEMBUATAN GAME “LABIRIN
ESCAPE” BERBASIS UNREAL ENGINE. Program DIII Teknik Informatika.
Fakultas Matematika dan Ilmu Pengetahuan Alam. Universitas Sebelas Maret
Surakarta.
Bermain Game sebenarnya bukan hanya untuk menghabiskan waktu luang
dan bersenang-senang saja tetapi juga bisa untuk mengasah logika di dunia yang
berbeda dari dunia nyata kita. Sebuah Game tidak harus memiliki pesan moral
ataupun pendidikan, karena Game adalah suatu dunia tersendiri dan memiliki
keunikan masing-masing.
Alur perancangan game dibuat dari storyboard dan kemudian dirancang
penggambaran karakter, latar game dan rintangan yang dilewati. Penggambaran
unsur pendukung game yang sudah selesai kemudian diterapkan pada game
engine. Game ini dibangun menggunakan pemrograman Kismet dengan software
Unreal Development Kit.
Hasil penelitian ini telah menghasilkan game berjudul “Labirin Escape”
dalam tampilan 3D. Game ini dimainkan oleh 1 orang dan mempunyai tingkat
kesulitan yang luar biasa untuk menyelesaikannya. Genre dari game ini adalah
game Puzzle.
Kata kunci: 3D Games, Puzzle, Unreal Engine Game
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MOTTO
Hapuslah batas dunia nyata dan dunia Game
(Fadhli Waskito Pamungkas)
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HALAMAN PERSEMBAHAN
Tugas Akhir ini penulis persembahkan kepada:
1. Keluarga tercinta yang telah memberikan segala nasehat,
dukungan, motivasi, bimbingan dan doa terbaik kepada
penulis.
2. Pembimbing yang selalu memberikan bimbingan dan
arahan yang bermanfaat kepada penulis.
3. Dosen-dosen yang telah memberikan perkuliahan
sehingga ilmu yang diberikan dapat digunakan dalam
pembuatan Tugas Akhir ini.
4. Teman-teman Kontrakan Biru dan Jail, terimakasih atas
bantuan serta kerjasamanya selama ini.
5. Teman-teman kelas TI A angkatan 2010, terimakasih
atas bantuan, motivasi dan dukungan selama ini.
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KATA PENGANTAR
Puji syukur senantiasa penulis panjatkan ke hadirat Allah SWT, dengan
segala rahmat dan hidayah-Nya akhirnya penulis mampu menyelesaikan Tugas
Akhir dan menuliskan laporannya tepat waktu. Laporan Tugas Akhir ini disusun
untuk memenuhi sebagian persyaratan memperoleh kelulusan Diploma III Teknik
Informatika Fakultas Matematika dan Ilmu Pengetahuan Alam Universitas
Sebelas Maret Surakarta. Dalam pelaksanaan Tugas Akhir, yang didalamnya
termasuk kegiatan pembuatan laporan ini, penulis mendapat banyak bantuan dari
berbagai pihak. Untuk itu penulis sampaikan rasa hormat dan mengucapkan rasa
terima kasih kepada:
1. Kepada Allah SWT yang telah memberikan rahmat dan hidayah-Nya
kepada kita semua.
2. Ir. Ari Handono Ramelan, M.Sc., Ph.D. selaku Dekan Fakultas
Matematika dan Ilmu Pengetahuan Alam Universitas Sebelas Maret
Surakarta.
3. Drs. YS. Palgunadi, M.Sc., selaku Ketua Program Diploma III Teknik
Informatika Fakultas Matematika dan Ilmu Pengetahuan Alam Universitas
Sebelas Maret Surakarta.
4. Abdul Azis, S.Kom., M.Cs. selaku pembimbing, yang telah memberikan
bimbingan, nasehat, kritik dan saran selama penyusunan tugas akhir dan
pembuatan laporan tugas akhir penulis.
5. Ayah, Ibu, Adik serta saudara-saudara terima kasih atas doa, kasih sayang,
perhatian dan segalanya yang telah menjadikan penulis selalu semangat
untuk melakukan yang terbaik.
6. Teman-teman tercinta TI A angkatan 2011 terima kasih banyak atas segala
bantuan kalian.
7. Dan seluruh pihak-pihak yang tidak dapat penulis cantumkan satu persatu,
terimakasih atas segala bimbingan, bantuan, kritik, dan saran dalam
penyusunan tugas akhir ini.
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Penulis menyadari bahwa dalam penulisan tugas akhir ini masih jauh dari
sempurna, oleh karena itu kritik dan saran sangat penulis harapkan dari berbagai
pihak demi terciptanya kesempurnaan penulisan tugas akhir ini dan penulis akan
berusaha untuk lebih baik lagi ke depannya.
Surakarta, 29 Juli 2015
Penulis
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DAFTAR ISI
HALAMAN PERSETUJUAN............................... Error! Bookmark not defined.
HALAMAN PENGESAHAN ............................... Error! Bookmark not defined.
ABSTRACT ........................................................................................................... iv
ABSTRAK ...............................................................................................................v
MOTTO ................................................................................................................. vi
HALAMAN PERSEMBAHAN ........................................................................... vii
KATA PENGANTAR ......................................................................................... viii
DAFTAR ISI ............................................................................................................x
DAFTAR GAMBAR ........................................................................................... xiv
DAFTAR TABEL ............................................................................................... xvii
BAB I PENDAHULUAN ........................................................................................1
1.1.
Latar Belakang ......................................................................................... 1
1.2.
Perumusan Masalah .................................................................................. 2
1.3.
Batasan Masalah ....................................................................................... 2
1.4.
Tujuan Penelitian...................................................................................... 2
1.5.
Manfaat Penelitian.................................................................................... 2
1.6.
Sistematika Penulisan ............................................................................... 3
BAB II LANDASAN TEORI ..................................................................................4
2.1
Pengertian Game ...................................................................................... 4
2.2
Tipe-tipe Game ......................................................................................... 4
2.2.1
Action ................................................................................................ 4
2.2.2
Arcade ............................................................................................... 5
2.2.3
Racing ............................................................................................... 5
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2.2.4
Fighting ............................................................................................. 5
2.2.5
Shooting ............................................................................................ 5
2.2.
RTS(Real Time Strategy) .................................................................. 5
2.2.7
RPG(Rolling Play Game) ................................................................. 5
2.2.8
Simulation ......................................................................................... 6
2.3
3DS MAX ................................................................................................ 6
2.4
Game Engine ............................................................................................ 6
2.5
Unreal Development Kit .......................................................................... 7
2.6
Adobe Photoshop ................................................................................... 23
2.7
Coreldraw .............................................................................................. 23
BAB III ANALISA KEBUTUHAN DAN PERANCANGAN .............................24
3.1
Analisis Kebutuhan ................................................................................ 24
3.1.1
Perangkat Lunak (Software) ........................................................... 24
3.1.2
Perangkat Keras (Hardware) .......................................................... 24
3.2
Perancangan Sistem Game ..................................................................... 26
3.2.1
Executive Summary ......................................................................... 26
3.2.2
Detail Concept ................................................................................ 26
3.2.3
Core Gameplay ............................................................................... 26
3.2.4
Genre............................................................................................... 26
3.2.5
Target Audience .............................................................................. 26
3.3
Game Overview ...................................................................................... 27
3.3.1
Overview ......................................................................................... 27
3.3.2
Story ................................................................................................ 27
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3.3.3
Penanda ........................................................................................... 27
3.3.4
Character ........................................................................................ 28
3.3.5
Environment .................................................................................... 28
3.4
Rancangan Gameplay ............................................................................. 30
3.4.1
Combat ............................................................................................ 30
3.4.2
Abilities ........................................................................................... 31
3.4.3
Color Scheme .................................................................................. 31
3.4.4
Menu Screen .................................................................................... 31
3.4.5
Player Terbunuh ............................................................................. 32
3.5
Game Layout .......................................................................................... 32
3.5.1
Camera Setup .................................................................................. 32
3.5.2
Game Controls ................................................................................ 32
3.5.3
Rancangan Permainan ..................................................................... 32
3.5.4
Player Count ................................................................................... 34
BAB IV IMPLEMENTASI ...................................................................................35
4.1
Gambaran Umum Game......................................................................... 35
4.2
Implementasi Aplikasi............................................................................ 35
4.2.1
Implementasi Menu ......................................................................... 35
4.2.2
Implementasi Awal Game............................................................... 37
4.2.3
Implementasi TPS(Third Person Shooter)...................................... 38
4.2.4
Implementasi Mini Map .................................................................. 40
4.2.5
Implementasi AI dan Trigger .......................................................... 41
4.2.6
Implementasi Penanda .................................................................... 44
4.2.7
Implementasi Finish Game ............................................................. 44
4.2.8
Implementasi Ammo(Peluru) .......................................................... 45
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4.2.9
4.3
Implementasi Player Tertembak dan Mati ..................................... 49
Hasil Pengujian Aplikasi ........................................................................ 52
BAB V PENUTUP ................................................................................................53
5.1
Kesimpulan............................................................................................. 53
5.2
Saran ....................................................................................................... 53
DAFTAR PUSTAKA ............................................................................................54
LAMPIRAN ......................................................................................................... L-1
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DAFTAR GAMBAR
Gambar 2.1 Actor Factory .......................................................................................8
Gambar 2.2 Level Loaded ........................................................................................9
Gambar 2.3 Attach To Event .................................................................................10
Gambar 2.4 Take Damage .....................................................................................11
Gambar 2.5 Matinee...............................................................................................11
Gambar 2.6 Play Announcment .............................................................................13
Gambar 2.7 Console Command .............................................................................13
Gambar 2.8 Trace ..................................................................................................14
Gambar 2.9 Move To Actor ....................................................................................15
Gambar 2.10 Access ObjectList .............................................................................16
Gambar 2.11 Stop Firing .......................................................................................17
Gambar 2.12 Start Firing At ..................................................................................18
Gambar 2.13 Delay ................................................................................................19
Gambar 2.14 Give Inventory ..................................................................................20
Gambar 2.15 Player Spawned................................................................................20
Gambar 2.16 Modify Health ..................................................................................21
Gambar 2.17 Destroyed .........................................................................................22
Gambar 2.18 Panah dan Titik ................................................................................22
Gambar 3.1 Penanda Game Labirin Escape ..........................................................27
Gambar 3.2 Bots ....................................................................................................28
Gambar 3.3 Map 2 Dimensi ...................................................................................29
Gambar 3.4 Pembuatan Map 3 Dimensi ................................................................30
Gambar 3.5 Menu Screen .......................................................................................31
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Gambar 3.6 Player Mati ........................................................................................32
Gambar 4.1 Implementasi Menu............................................................................36
Gambar 4.2 Potongan Script Menampilkan Menu ................................................36
Gambar 4.3 Implementasi Awal Game ..................................................................37
Gambar 4.4 Potongan Script Play..........................................................................37
Gambar 4.5 Potongan Script Exit...........................................................................38
Gambar 4.6 Tampilan Third Person Camera ........................................................39
Gambar 4.7 Visual Script Third Person Camera...................................................39
Gambar 4.8 Implementasi Mini Map .....................................................................40
Gambar 4.9 Bot Terkena Tembakan ......................................................................41
Gambar 4.10 Bot Berpindah Tempat dan Menembak ...........................................41
Gambar 4.11 Visual Script AI ................................................................................42
Gambar 4.12 Trigger .............................................................................................43
Gambar 4.13 Visual Script Trigger........................................................................43
Gambar 4.14 Implementasi Penanda .....................................................................44
Gambar 4.15 Implementasi Finish Game ..............................................................45
Gambar 4.16 Visual Script Finish..........................................................................45
Gambar 4.17 Peluru 88 Persen...............................................................................46
Gambar 4.18 Peluru 98 Persen...............................................................................46
Gambar 4.19 Visual Script Ammo ..........................................................................47
Gambar 4.20 Visual Script Mengambil Peluru Dari Musuh ..................................48
Gambar 4.21 Tampilan peluru 88 Persen ..............................................................48
Gambar 4.22 Tampilan Peluru 100 Persen ............................................................49
Gambar 4.23 Darah Masih 100 ..............................................................................50
Gambar 4.24 Darah Berkurang ..............................................................................50
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Gambar 4.25 Implementasi Player Mati ................................................................51
Gambar 4.26 Visual Script Player Tertembak dan Mati .......................................51
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DAFTAR TABEL
Tabel 4.1 Hasil Pengujian .....................................................................................52
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