ABSTRACT RPG or Role playing game is one type of game that many people enjoyed, where the player could become a hero to rescue the world in that game story. The writer see that through RPG game could be apply the moral value and the Christian value of spirituality so that indirectly can change the manner and way of life of its player. Game Reve personally took setting of present era and the past. The story tell about Irvine adventure, that was thrown by the Lord to the world named Hebrew was caused by his delinquency, Irvine is a person who like to oppose and disobey his parents. Through his adventure of Irvine will grow to become a leader and his attitude little by little began to change, where he began appreciated everything available around it. Using Flash and action script as the programming language, really helped the writer to made Reve as RPG game. Many functions and supportive methods were available in Flash, like HitTest, SetInterval to arrange the timing problem, Random Range to give random output, key.isdown to detect input from keyboard and many more function. The use 2 ½ dimensions view or isometric view will give an attractive environment to Reve, the battle sytem that took the current turn based battle really brought a classic and thick RPG nuances. Hopefully Reve can give an impact concerning RPG game that carried the world of christian spirituality and this game could become the blessing for many young people. v
DAFTAR ISI LEMBAR P ENGESAHAN... i LEMBAR PERNYATAAN PERSETUJUAN PUBLIKASI ILMIAH... ii LEMBAR PERNYATAAN ORISINALITAS KARYA... iii KATA PENGANTAR... iv ABSTRACT... v DAFTAR ISI... vi DAFTAR TABEL... ix DAFTAR GAMBAR... x DAFTAR LAMPIRAN... xii BAB I. PENDAHULUAN... 1 1.1. Latar Belakang... 1 1.2. Rumusan Masalah... 1 1.3. Tujuan... 2 1.4. Batasan Masalah... 2 1.5. Sistematika Pembahasan... 2 1.6. Time Schedule... 5 BAB II. DASAR TEORI... 6 2.1. Aturan / Cara Bermain REVE ~the adventure of light~... 6 2.1.1. Mengendalikan karakter... 6 2.1.2. Interaksi... 6 2.1.3. Sistem Battle... 7 2.1.4. Save Point... 8 2.1.5. Goal of the game... 8 2.2. Teori Penunjang... 8 2.2.1. Definisi RPG... 8 2.2.2. Jenis-jenis Turn based battle... 9 2.2.3. Isometri... 10 2.3. Algoritma / Metode... 13 2.3.1. HitTest (Collision Detection)... 13 vi
2.3.2. Algoritma pola (Pattern Algorithm)... 14 2.3.3. Tranformarsi matriks... 15 BAB III. ANALISA dan TEORI... 18 3.1. Latar Belakang Cerita... 18 3.2. Rincian Game... 18 3.2.1. Overview... 18 3.2.2. Character Design... 19 3.3. Arsitektur Game... 40 3.3.1. Arsitektur direktori... 40 3.3.2. Arsitektur Variabel... 42 3.3.3. Use Case Diagram... 45 3.3.4. Activity Diagram... 46 3.3.5. Class Diagram... 57 3.4. Storyboard... 59 3.4.1. Story... 59 3.4.2. Story Flow Chart... 71 3.5. Creative Strategy... 74 3.5.1. Menu Utama... 74 3.5.2. Menu status... 75 3.5.3. Battle scene... 75 3.5.4. Mapping... 76 BAB IV. PERANCANGAN DAN IMPLEMENTASI... 78 4.1. Screen Shot... 78 4.2. Fungsi Utama... 81 4.2.1. Key.isDown dan Hit Test... 81 4.2.2. Random Battle dan Set Interval... 82 4.2.3. Attach Movie dan Remove Movie... 83 4.2.4. Battle Turn... 85 4.2.5. Enemy action pattern... 87 4.2.6. Isometri map dan tiling... 89 BAB V. PENGUJIAN... 91 vii
5.1. WHITEBOX Testing... 91 5.1.1. Pengujian metode pembuatan map... 91 5.1.2. Pengujian pergerakan karakter... 93 5.1.3. Pengujian metode acak angka dan set interval... 94 5.1.4. Pengujian Sistem giliran pada battle... 96 5.1.5. Pengujian fungsi aksi lawan... 98 5.2. Ulasan Hasil Pengujian WHITEBOX... 99 5.3. BLACKBOX... 100 5.4. Ulasan Hasil BLACKBOX... 101 BAB VI. KESIMPULAN DAN SARAN... 103 6.1. Kesimpulan... 103 6.2. Saran... 104 DAFTAR PUSTAKA... xiii LAMPIRAN... xiv viii
DAFTAR TABEL Tabel 1. 1 Time Schedule... 5 Tabel 3. 1 Main Playable Character... 19 Tabel 3. 2 Playable Character... 20 Tabel 3. 3 Non Playable Character... 21 Tabel 3. 4 Enemy... 28 Tabel 3. 5 Ikat pinggang... 34 Tabel 3. 6 Baju Zirah... 35 Tabel 3. 7 Kasut... 35 Tabel 3. 8 Perisai... 35 Tabel 3. 9 Ketopong... 36 Tabel 3. 10 Item... 37 Tabel 3. 11 Kenaikan level... 37 Tabel 5. 1. Tabel pengujian build map... 91 Tabel 5. 2. Tabel pengujian pergerakan karakter... 94 Tabel 5. 3. Tabel Pengujian SetInterval dan Random... 95 Tabel 5. 4. Tabel pengujian turn based battle system... 97 Tabel 5. 5. Tabel pengujian aksi lawan... 98 Tabel 5. 6 Tabel hasil perhitungan kuesioner... 100 Tabel 5. 7. Tabel hasil perhitungan rata rata... 101 ix
DAFTAR GAMBAR Gambar 2. 1 Penggambaran objek kubus dalam isometri... 10 Gambar 2. 2 Perbandingan true perspective dengan isometric perspective... 11 Gambar 2. 3 Screenshot game Q*Bert... 11 Gambar 2. 4 Screenshot game Knight Lore... 12 Gambar 2. 5 Proses terjadinya tumbukan dalam flash... 13 Gambar 2. 6 Area terjadinya tumbukan... 14 Gambar 2. 7 Proses rekursif pada timeline battle... 15 Gambar 2. 8 Contoh matriks... 15 Gambar 2. 9 Affine transfromation... 16 Gambar 2. 10 Isi elemen elemen dalam matriks... 16 Gambar 2. 11 Matriks isometri... 17 Gambar 2. 12 Penempatan objek pada matriks... 17 Gambar 3. 1 Directory Architecture... 41 Gambar 3. 2 Global Variabel... 42 Gambar 3. 3 Variable on Equipment... 42 Gambar 3. 4 Variable on item... 43 Gambar 3. 5 Variable on character... 43 Gambar 3. 6 Variable on weapon... 44 Gambar 3. 7 Variable on enemy... 44 Gambar 3. 8 Use Case Diagram... 45 Gambar 3. 9 Activity Diagram Battle... 47 Gambar 3. 10 Activity Diagram interactive... 48 Gambar 3. 11 Activity Diagram Level 1 Using money... 49 Gambar 3. 12 Activity diagram level 2 sharpen weapon pada using money... 50 Gambar 3. 13 Activity diagram level 2 penginapan pada using money... 51 Gambar 3. 14 Activity diagram level 2 item shop pada using money... 52 Gambar 3. 15 Activity diagram level 1 Menu... 53 x
Gambar 3. 16 Activity diagram level 2 menu status... 54 Gambar 3. 17 Activity diagram level 2 menu spirit... 54 Gambar 3. 18 Activity diagram level 2 menu item... 55 Gambar 3. 19 Activity diagram level 2 menu equipment... 55 Gambar 3. 20 Activity diagram level 2 menu save... 56 Gambar 3. 21 Class diagram... 57 Gambar 3. 22 Pertemuan Irvine dengan David... 59 Gambar 3. 23 Bertemu dengan Maria... 62 Gambar 3. 24 Titik awal teka teki 10 peti... 64 Gambar 3. 25 Event di jembatan kota Yehuda... 66 Gambar 3. 26 Malam hari di tempat persembunyian penasihat... 68 Gambar 3. 27 Story Flowchart part 1... 71 Gambar 3. 28 Story Flowchart part 2... 72 Gambar 3. 29 Story Flowchart part 3... 73 Gambar 3. 30 Gagasan menu utama... 74 Gambar 3. 31 Gagasan menu status... 75 Gambar 3. 32 Gagasan tampilan battle... 75 Gambar 3. 33 Worldmap besar... 76 Gambar 3. 34 Worldmap detail... 76 Gambar 3. 35 Tampilan kota dan dungeon... 77 Gambar 4. 1. Tampilan menu awal... 78 Gambar 4. 2. Kota Yehuda... 79 Gambar 4. 3. Berdialog... 79 Gambar 4. 4. Menu game... 80 Gambar 4. 5. Tampilan battle... 80 Gambar 5. 1 Diagram nilai rata rata kuesioner... 102 xi
DAFTAR LAMPIRAN Lampiran Kuesioner... xiv Data Penulis... xxiii xii