Wigena, Adi (2026) OPTIMASI MANAJEMEN ANTREAN AKSI MENGGUNAKAN COMMAND PATTERN PADA PENGEMBANGAN GAME TURN-BASED 3D. Diploma thesis, Politeknik Negeri Media Kreatif.

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Abstract
ABSTRACT
Developing turn-based deck-building games presents significant technical challenges, particularly in managing the interaction logic of hundreds of card variations and complex turn-based mechanics. Unstructured or hard-coded code often leads to messy class structures, the accumulation of technical debt, and character animation overlapping during sequential action execution. This Final Project aims to implement a modular architecture in a 3D combat system for the game "Knight of Nusantara" by utilizing Scriptable Objects for static card data management and the Command Pattern to optimize the combat action queue, ensuring the codebase remains organized and preventing messy class dependencies. The method used is the Game Development Life Cycle (GDLC) with a focus on the technical implementation phase in the Unity engine. The evaluation was conducted through technical observation (Alpha Testing) and qualitative validation by three industry experts (Expert Review). Test results show that a data-driven approach using Scriptable Objects successfully separates logic and data, while the Command Pattern queue system is proven to strictly prevent character animation overlapping. The implementation of this architecture has significantly improved development efficiency, code readability (clean code), and system scalability (loose coupling), allowing for the addition of new card mechanics without compromising the core system.
Keywords: Command Pattern, Scriptable Object, Modular Architecture, Game Development Life Cycle, Turn-Based 3D.
ABSTRAK
Pengembangan game bergenre turn-based deck-building memiliki tantangan teknis yang tinggi, terutama dalam pengelolaan logika interaksi ratusan variasi kartu dan mekanisme giliran yang kompleks. Penulisan kode yang tidak terstruktur (hard-code) sering menyebabkan struktur class menjadi berantakan, yang memicu penumpukan utang teknis (technical debt) dan tumpang tindih animasi (overlapping) saat pengeksekusian aksi secara berurutan. Tugas Akhir ini bertujuan untuk mengimplementasikan arsitektur modular pada sistem pertarungan game 3D "Knight of Nusantara" dengan memanfaatkan Scriptable Object untuk manajemen data statis kartu dan Command Pattern untuk mengoptimasi sistem antrean aksi (action queue) sehingga tatanan logika kode dan class tidak berantakan. Metode yang digunakan adalah Game Development Life Cycle (GDLC) dengan fokus pada fase implementasi teknis di engine Unity. Pengujian dievaluasi melalui observasi teknis (Alpha Testing) dan validasi kualitatif oleh tiga pakar industri (Expert Review). Hasil pengujian menunjukkan bahwa pendekatan berbasis data (data-driven) dengan Scriptable Object berhasil memisahkan logika dan data, sementara sistem antrean Command Pattern terbukti secara mutlak mencegah terjadinya tumpang tindih animasi karakter. Penerapan arsitektur ini secara signifikan meningkatkan efisiensi pengembangan, keterbacaan kode (clean code), dan skalabilitas sistem (loose coupling), sehingga penambahan mekanika kartu baru dapat dilakukan tanpa merusak sistem inti.
Kata Kunci: Command Pattern, Scriptable Object, Arsitektur Modular, Game Development Life Cycle, Turn-Based 3D.
| Item Type: | Thesis (Diploma) |
|---|---|
| Additional Information: | 1. Prilly Fitria Aziz, S.Kom., M.Kom., Sebagai Dosen Pembimbing I; 2.Yeni Nurhasanah, S, Pd., M.T., Sebagai Dosen Pembimbing II; |
| Uncontrolled Keywords: | Command Pattern, Scriptable Object, Modular Architecture, Game Development Life Cycle, Turn-Based 3D. Command Pattern, Scriptable Object, Arsitektur Modular, Game Development Life Cycle, Turn-Based 3D. |
| Subjects: | 600 – Teknologi (Ilmu Terapan) > 600 Teknologi (ilmu terapan) > 600 Teknologi |
| Divisions: | Jurusan Desain > Program Studi Teknologi Permainan |
| Depositing User: | Adi Saputra Wigena |
| Date Deposited: | 03 Aug 2026 03:13 |
| Last Modified: | 03 Aug 2026 03:13 |
| URI: | https://repository.polimedia.ac.id/id/eprint/4325 |
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- OPTIMASI MANAJEMEN ANTREAN AKSI MENGGUNAKAN COMMAND PATTERN PADA PENGEMBANGAN GAME TURN-BASED 3D. (deposited 03 Aug 2026 03:13) [Currently Displayed]
