Desain Level Berbasis Storyboard Pada Perancangan Game Edukasi Augmented Reality Tap The Trash
DOI:
https://doi.org/10.21111/fij.v8i1.8836Keywords:
level desain, storyboard, game, augmented reality, fluuter, ARCoreAbstract
Abstrak Desain level merupakan sebuah proses dimana membuat pengalaman bermain yang menarik bagi pemain. Desain level mengkombinasikan berbagai macam elemen yang berupa level, mekanik, grafik dan suara. berbagai macam teknik desain level telah dikembangkan dan diimplementasikan dalam game baik 2D maupun 3D. Penelitian ini mencoba mengimplementasikan desain level pada game berbasis augmented reality. Dalam penyusunan level digunakan teknik storyboard yang umumnya dipakai dalam industri film dan televisi. Desain storyboard mengacu pada model storyboard experimental dimana model ini digunakan untuk memberikan perintah pada obyek tertentu. Hasil yang didapatkan model storyboard dapat diimplementasikan pada game dengan menggunakan flutter dan ARCore. Hasil pengujiannya menandakan adanya dinamika level dimana semakin tinggi levelnya maka player akan mengalami kesulitan dalam menyelesaikan objective game. Kata kunci: level desain, storyboard, game, augmented reality, fluter, ARCore Abstract [An approach to level design based on storyboards in augmented reality educational games: Tap The Trash]. The level design aims to provide players with an engaging gaming experience. Designing levels involves combining various elements, such as mechanics, graphics, and sounds. There are a variety of level design techniques that can be applied both in 2D and 3D games. A study of level design for augmented reality-based games is presented in this paper. The levels are prepared using storyboarding techniques, commonly employed in the film and television industries. An experimental storyboard model uses a storyboard to give orders to various objects within a story. With Flutter and ARCore, games can be developed based on the results obtained by the storyboard model. Test results indicate that completing the objective game becomes more difficult as the level is raised. Keywords: design level, storyboard, game, augmented reality, fluter, ARCoreReferences
A. Khalifa, F. de M. Silva, and J. Togelius, “Level Design Patterns in 2D Games,” in 2019 IEEE Conference on Games (CoG), IEEE, 2019, pp. 1–8. Accessed: Nov. 07, 2022. [Online]. Available: https://doi.org/10.1109/CIG.2019.8847953[2] M. Guzdial and M. Riedl, “Game Level Generation from Gameplay Videos,” in Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016, pp. 44–50. [Online]. Available: www.aaai.org[3] M. A. Gómez-Maureira, M. Westerlaken, D. P. Janssen, S. Gualeni, and L. Calvi, “Improving level design through game user research: A comparison of methodologies,” Entertain Comput, vol. 5, no. 4, pp. 463–473, Dec. 2014, doi: 10.1016/j.entcom.2014.08.008.[4] H. Papagiannis, “Augmented Human: How Technology is Shapping The New Reality,” 2017.[5] Niantics, “Ingress,” 2014. https://ingress.com/ (accessed Nov. 07, 2022).[6] Niantics, “Pokemon Go,” 2016. https://pokemongolive.com/ (accessed Nov. 07, 2022).[7] Ludia, “Jurasic World Alive,” 2018. https://www.jurassicworldalive.com/ (accessed Nov. 07, 2022).[8] R. Ramadan and Y. Widyani, “Game development life cycle guidelines,” in 2013 International Conference on Advanced Computer Science and Information Systems, ICACSIS 2013, IEEE Computer Society, 2013, pp. 95–100. doi: 10.1109/ICACSIS.2013.6761558.[9] J. Hart, The Art of the Storyboard: A Film Maker Introduction, Second Edition. Focal Press, 2007.[10] S. Greenberg, Sketching user experiences : the workbook. Morgan Kaufmann, 2012.[11] H. Kamang Manggopa, T. Komansilan, S. Kumajas, J. Reimon Batmetan, and J. V. Mamonto, “Storyboard Development for Geospatial e-Tourism Based Augmented Reality,” International Journal of Information Technology and Education (IJITE), vol. 1, no. 3, p. 56, 2022, [Online]. Available: http://ijite.jredu.idhttp://ijite.jredu.id[12] N. Mohamed Noor, R. Lob Yussof, F. H. Yusoff, and M. Ismail, “Gamification and augmented reality utilization for islamic content learning: The design and development of tajweed learning,” in Communications in Computer and Information Science, Springer Verlag, 2018, pp. 163–174. doi: 10.1007/978-981-13-1628-9_15.[13] N. Banerjee, S. Rollins, B. K. Litts, and W. E. Lewis, “MOBILE AUGMENTED REALITY: Exploring a new genre of learning,” GetMobile: Mobile Computing and Communications, vol. 22, pp. 5–9, 2018, doi: https://doi.org/10.1145/3308755.3308757}.[14] D. Novaliendry, K. S. Saltriadi, N. Mahyuddin, T. Sriwahyuni, and N. Ardi, “Development of Interactive Media Based on Augmented Reality for Early Childhood Learning Around the Home,” International Journal of Interactive Mobile Technologies, vol. 16, no. 24, pp. 4–20, 2022, doi: 10.3991/ijim.v16i24.34501.[15] A. Ikhwan and A. Buyung Nasution, “Introduction to the Heritage Building Medan City Using Augmented Reality,” Sinkron, vol. 7, no. 4, pp. 2568–2575, Nov. 2022, doi: 10.33395/sinkron.v7i4.11878.[16] D. I. D. Han, S. G. Abreu e Silva, K. Schröder, F. Melissen, and M. Haggis-Burridge, “Designing Immersive Sustainable Food Experiences in Augmented Reality: A Consumer Participatory Co-Creation Approach,” Foods, vol. 11, no. 22, Nov. 2022, doi: 10.3390/foods11223646.[17] I. Binanto, “Perbandingan Metode Pengembangan Perangkat Lunak Multimedia.”[18] I. Börsting, M. Heikamp, M. Hesenius, W. Koop, and V. Gruhn, “Software Engineering for Augmented Reality-A Research Agenda,” Proc ACM Hum Comput Interact, vol. 6, no. EICS, Jun. 2022, doi: 10.1145/3532205.[19] M. A. Z. Antuñano et al., “Methodology for the Development of Augmented Reality Applications: MeDARA. Drone Flight Case Study,” Sensors, vol. 22, no. 15, Aug. 2022, doi: 10.3390/s22155664.[20] L. Husniah, Y. B. S. Nugraha, A. S. Kholimi, U. L. Yuhana, E. M. Yuniarno, and M. H. Purnomo, “Gemar: Geometry augmented reality application for elementary school students,” in 2020 IEEE Graphics and Multimedia, GAME 2020, Institute of Electrical and Electronics Engineers Inc., Nov. 2020, pp. 25–30. doi: 10.1109/GAME50158.2020.9315086.[21] Google Developer, “ARCore Supported Device,” https://developers.google.com/ar/devices.
Downloads
Submitted
Accepted
Published
Issue
Section
License
Copyright (c) 2023 Matahari Bhakti Nendya, Budi Susanto, Gabriel Indra Widi Tamtama, Timotius Johan Wijaya
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Please find the rights and licenses in the Fountain of Informatics Journal (FIJ). By submitting the article/manuscript of the article, the author(s) agree with this policy. No specific document sign-off is required.
1. License
The non-commercial use of the article will be governed by the Creative Commons Attribution license as currently displayed on Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
2. Author(s)' Warranties
The author warrants that the article is original, written by the stated author(s), has not been published before, contains no unlawful statements, does not infringe the rights of others, is subject to copyright that is vested exclusively in the author, and free of any third party rights, and that any necessary written permissions to quote from other sources have been obtained by the author(s).
3. User/Public Rights
FIJ's spirit is to disseminate articles published are as free as possible. Under the Creative Commons license, FIJ permits users to copy, distribute, display, and perform the work for non-commercial purposes only. Users will also need to attribute authors and FIJ on distributing works in the journal and other media of publications. Unless otherwise stated, the authors are public entities as soon as their articles got published.
4. Rights of Authors
Authors retain all their rights to the published works, such as (but not limited to) the following rights;
- Copyright and other proprietary rights relating to the article, such as patent rights,
- The right to use the substance of the article in own future works, including lectures and books,
- The right to reproduce the article for own purposes,
- The right to self-archive the article (please read out deposit policy),
- The right to enter into separate, additional contractual arrangements for the non-exclusive distribution of the article's published version (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal (Jurnal Optimasi Sistem Industri).
5. Co-Authorship
If the article was jointly prepared by more than one author, any authors submitting the manuscript warrants that he/she has been authorized by all co-authors to be agreed on this copyright and license notice (agreement) on their behalf, and agrees to inform his/her co-authors of the terms of this policy. FIJ will not be held liable for anything that may arise due to the author(s) internal dispute. FIJ will only communicate with the corresponding author.
6. Royalties
Being an open accessed journal and disseminating articles for free under the Creative Commons license term mentioned, author(s) aware that FIJ entitles the author(s) to no royalties or other fees.
7. Miscellaneous
FIJ will publish the article (or have it published) in the journal if the article’s editorial process is successfully completed. FIJ's editors may modify the article to a style of punctuation, spelling, capitalization, referencing, and usage that deems appropriate. The author acknowledges that the article may be published so that it will be publicly accessible and such access will be free of charge for the readers as mentioned in point 3.