OPTIMASI MANAJEMEN ANTREAN AKSI MENGGUNAKAN COMMAND PATTERN PADA PENGEMBANGAN GAME TURN-BASED 3D

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 involves high technical challenges in managing card interaction logic and complex turn mechanics. Hard-coded scripts often cause technical debt and character animation overlapping during sequential action execution. This Final Project implements a modular architecture in the 3D game "Knight of Nusantara", utilizing Scriptable Objects for static card data management and the Command Pattern to optimize the combat action queue. The methodology employed is the Game Development Life Cycle (GDLC), focusing on technical implementation in the Unity engine. Evaluation was conducted through technical observation (Alpha Testing) and qualitative validation by three industry experts (Expert Review). The results demonstrate that the data-driven approach effectively separates logic and data. The Command Pattern successfully prevents animation overlapping, significantly improving development efficiency, clean code readability, and overall system scalability.
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 sangat tinggi, terutama dalam pengelolaan logika interaksi dari ratusan variasi kartu serta mekanisme giliran yang kompleks. Penulisan kode yang tidak terstruktur atau sekadar hard-code sering kali menyebabkan struktur class menjadi berantakan. Hal ini 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". Pendekatan ini memanfaatkan Scriptable Object untuk manajemen data statis kartu dan Command Pattern untuk mengoptimasi sistem antrean aksi (action queue), sehingga tatanan logika kode dan class tetap rapi. Metode penelitian yang digunakan adalah Game Development Life Cycle (GDLC), dengan fokus utama pada fase implementasi teknis di dalam engine Unity. Evaluasi sistem dilakukan melalui tahapan observasi teknis (Alpha Testing) dan validasi kualitatif oleh tiga pakar industri game (Expert Review). Hasil pengujian menunjukkan bahwa pendekatan berbasis data menggunakan Scriptable Object berhasil memisahkan logika dan data secara efektif. Selain itu, sistem antrean Command Pattern terbukti mutlak mencegah terjadinya tumpang tindih animasi karakter. Penerapan arsitektur ini secara signifikan meningkatkan efisiensi pengembangan, keterbacaan kode (clean code), dan skalabilitas sistem.
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: 12 Aug 2026 08:17
Last Modified: 12 Aug 2026 08:17
URI: https://repository.polimedia.ac.id/id/eprint/6021

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