Putra, Fareza Athala (2025) PERANCANGAN PERILAKU NON PLAYER CHARACTER PADA GAME “CURATORIA” MENGGUNAKAN METODE FINITE STATE MACHINE. Diploma thesis, Politeknik Negeri Media Kreatif.
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Abstract
Museums play an important role in preserving culture and educating the public. However, in the digital era, interest in visiting museums especially among youth has declined. According to data from the Department of Communication, Informatics and Statistics of DKI Jakarta Province (2025), the number of visitors to Museum Betawi decreased from 2023 to 2024. To address this issue, Curatoria was developed as a casual simulation game with a cultural education focus. The game was created using the Game Development Life Cycle (GDLC) method to ensure a structured and systematic development process. The behavior of non-playable characters (NPCs) was designed using the Finite State Machine (FSM) approach, enabling dynamic and adaptive interactions. Curatoria offers an interactive experience where players can explore cultural collections and take on the role of a museum curator. User evaluation showed a satisfaction rate of 95.08%, indicating strong approval of the game’s features and experience. These findings suggest that digital approaches such as Curatoria hold great potential as engaging and relevant cultural education alternatives for younger generations.
Museum memiliki peran penting dalam pelestarian budaya serta edukasi publik. Namun, di era digital ini, minat kunjungan terutama dari kalangan muda mengalami penurunan. Berdasarkan data dari Dinas Komunikasi, Informatika dan Statistik Provinsi DKI Jakarta (2025), terjadi penurunan jumlah pengunjung Museum Betawi dari tahun 2023 ke 2024. Untuk menjawab tantangan ini, dikembangkanlah Curatoria, sebuah permainan simulasi kasual berbasis edukasi budaya. Pengembangan dilakukan menggunakan metode Game Development Life Cycle (GDLC) untuk memastikan proses terstruktur dan sistematis. Perilaku karakter non-pemain (Non-Playable Character/NPC) dirancang dengan pendekatan Finite State Machine (FSM), sehingga interaksi dalam permainan menjadi dinamis. Curatoria menghadirkan pengalaman interaktif di mana pemain dapat mengeksplorasi koleksi budaya dan menjalankan peran sebagai kurator museum. Hasil evaluasi pengguna menunjukkan tingkat kepuasan sebesar 95,08%, mengindikasikan penerimaan yang sangat baik terhadap fitur dan pengalaman bermain. Temuan ini menunjukkan bahwa pendekatan digital seperti Curatoria memiliki potensi besar sebagai alternatif edukasi budaya yang menarik dan relevan bagi generasi muda.
Item Type: | Thesis (Diploma) |
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Additional Information: | 1. Muh. Sakir, S.Pd., M.T., Sebagai Dosen Pembimbing I 2. Anggun Gunawan, S.Fil., M.A., Sebagai Dosen Pembimbing II |
Uncontrolled Keywords: | Finite State Machine (FSM), Non-Playable Character (NPC), Game Development, Simulation, Game Development Life Cycle (GDLC), Finite State Machine (FSM), karakter non-pemain (NPC), Pengembangan Permainan, Simulasi, Game Development Life Cycle (GDLC) |
Subjects: | 000 - Komputer, Informasi dan Referensi Umum > 000 Ilmu komputer, ilmu pengetahuan dan sistem-sistem > 005 Pemrograman komputer, program dan data 300 – Ilmu Sosial > 370 Pendidikan > 378 Pendidikan tinggi, unversitas |
Divisions: | Jurusan Desain > Program Studi Teknologi Permainan |
Depositing User: | Fareza Athala Putra |
Date Deposited: | 26 Aug 2025 02:30 |
Last Modified: | 26 Aug 2025 02:30 |
URI: | https://repository.polimedia.ac.id/id/eprint/2908 |
Available Versions of this Item
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PERANCANGAN PERILAKU NON PLAYER CHARACTER PADA GAME “CURATORIA” MENGGUNAKAN METODE FINITE STATE MACHINE. (deposited 12 Aug 2025 04:28)
- PERANCANGAN PERILAKU NON PLAYER CHARACTER PADA GAME “CURATORIA” MENGGUNAKAN METODE FINITE STATE MACHINE. (deposited 26 Aug 2025 02:30) [Currently Displayed]