IDENTIFIKASI PENGALAMAN BERMAIN MELALUI PROCEDURAL QUEST GENERATION PADA GAME SIMULASI EDUKASI “KEBUN MINIKU”

Fauzan, Muhammad (2024) IDENTIFIKASI PENGALAMAN BERMAIN MELALUI PROCEDURAL QUEST GENERATION PADA GAME SIMULASI EDUKASI “KEBUN MINIKU”. Diploma thesis, Politeknik Negeri Media Kreatif.

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Abstract

In this technological era, children use technology without any education. The agricultural sector is very minimal for today's children to be interested in. The development of the game "Kebun Miniku", a farming simulation game with 2D graphics, is an educational game that is expected to increase children's interest in the agricultural sector. In an effort to increase the quality and variety of the gaming experience, Procedural Content Generation (PCG) techniques are used for mission creation. In this research, the use of number randomization algorithms and content checking is used to create varied missions according to the player's level of difficulty. Number randomization is used to randomly generate mission elements, while checking player experience ensures that the mission difficulty level is adjusted to the player's abilities, and the addition of a large amount of content will produce varied missions. Mission quality is also considered according to five metrics from Mathias Paul Babin, including speed, reliability, Controllability, Expressivity, and Creativity (Believability).

Pada era teknologi seperti sekarang membuat anak-anak menggunakan teknologi tanpa adanya edukasi. Sektor pertanian pun sangat minim untuk diminati oleh anak-anak zaman sekarang. Pengembangan game "Kebun Miniku" , sebuah game simulasi bercocok tanam dengan grafis 2D merupakan game edukasi yang diharapkan untuk meningkatkan minat anak-anak terhadap sektor pertanian. Dalam upaya meningkatkan kualitas dan variasi pengalaman bermain, teknik Procedural Content Generation (PCG) digunakan untuk pembuatan misi. Dalam penelitian ini, penggunaan algoritma pengacakan angka dan pengecekan konten digunakan untuk menciptakan misi-misi yang bervariasi dan sesuai dengan tingkat kesulitan pemain. Pengacakan angka digunakan untuk menghasilkan elemen-elemen misi secara acak, sementara itu pengecekan pengalaman pemain memberikan jaminan bahwa tingkat kesulitan misi disesuaikan dengan kemampuan pemain, dan penambahan konten yang banyak akan menghasilkan misi yang bervariasi. Kualitas misi juga diperhatikan sesuai dengan lima metrik dari Mathias Paul Babin, diantaranya speed, reliability, Controllability, Expressivity, dan Creativity (Believability).

Item Type: Thesis (Diploma)
Additional Information: 1. Muh. Sakir, S.Pd., M.T., 2. Deni Kuswoyo, S.Kom., M.Kom.
Uncontrolled Keywords: Game, Quest, Procedural Content Generation.
Subjects: L Education > L Education (General)
T Technology > T Technology (General)
Divisions: Polimedia Jakarta > Jurusan Desain > Prodi Teknologi Permainan
Depositing User: Muhammad Fauzan
Date Deposited: 12 Aug 2024 01:30
Last Modified: 12 Aug 2024 01:30
URI: http://repository.polimedia.ac.id/id/eprint/8213

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