Pembuatan Game The Legend Of Wiro Sableng Berbasis Android Menggunakan Unity 3d cover 1

PEMBUATAN GAME THE LEGEND OF WIRO SABLENG BERBASIS
ANDROID MENGGUNAKAN UNITY 3D
Tugas Akhir
untuk memenuhi sebagian persyaratan
mencapai derajat Diploma III
Program Studi Diploma III Teknik Informatika

diajukan oleh
ANAS FAUZI
M3112011
kepada
PROGRAM DIPLOMA III TEKNIK INFORMATIKA
FAKULTAS MATEMATIKA DAN ILMU PENGETAHUAN ALAM
UNIVERSITAS SEBELAS MARET
SURAKARTA
2015

i

HALAMAN PERSETUJUAN


ii

HALAMAN PENGESAHAN

iii

KATA PENGANTAR
Puji syukur kehadirat Allah SWT yang telah melimpahkan seluruh rahmat
serta hidayah-Nya sehingga penulis dapat menyelesaikan Tugas Akhir dengan judul
“Pembuatan Game The Legend of Wiro Sableng Berbasis Android Menggunakan
Unity3d”. Laporan Tugas Akhir ini disusun untuk memenuhi salah satu syarat dalam
memperoleh gelar Amd pada Program Studi Diploma III Teknik Informatika
Universitas Sebelas Maret.
Dalam melakukan penelitian dan penyusunan laporan Tugas Akhir ini
penulis telah mendapatkan banyak dukungan dan bantuan dari berbagai pihak.
Penulis mengucapkan terima kasih yang tak terhingga kepada:
1. Bapak Prof. Ir. Ari Handono Ramelan, M.Sc (Hons)., Ph.D, selaku
Pimpinan Fakultas MIPA Universitas Sebelas Maret yang memberikan izin
kepada penulis untuk belajar
2. Bapak


Abdul Aziz, S.Kom., M.Cs, selaku Ketua Program Diploma III

Teknik Informatika Fakultas Matematika dan Ilmu Pengetahuan Alam
yang telah berkenan memberikan izin untuk mengikuti ujian Tugas Akhir
ini.
3. Bapak Fendi Aji Purnomo, S.Si selaku dosen pembimbing yang telah dengan
penuh kesabaran memberikan ilmu serta bimbingan kepada penulis.
4. Para Dosen Program Studi Diploma III Teknik Informatika Universitas
Sebelas Maret yang telah memberikan bekal ilmu kepada penulis.
5. Para Karyawan/wati Program Studi Diploma III Teknik Informatika
Universitas Sebelas Maret yang telah membantu penulis dalam proses
belajar.
6. Keluarga tercinta, Bapak, Ibu, dan adik yang selalu mendukung dalam
menyelesaikan Tugas Akhir ini.

iv

7. Teman-teman


angkatan

2012 khususnya

mahasiswa

DIII

Teknik

Informatika A yang telah membantu kelancaran pembuatan Tugas
Akhir.
Penulis menyadari sepenuhnya bahwa laporan Tugas Akhir ini masih jauh
dari sempurna. Untuk itu, semua jenis saran, kritik dan masukan yang bersifat
membangun sangat penulis harapkan. Akhir kata, semoga tulisan ini dapat
memberikan manfaat dan memberikan wawasan tambahan bagi para pembaca dan
khususnya bagi penulis sendiri.

Surakarta, Mei 2015


Penulis

v

ABSTRACT
Anas Fauzi, 2015. GAME THE LEGEND OF WIRO SABLENG BASED
ANDROID USING UNITY 3D. Diploma Program Information Engineering, Faculty
of Mathematics and Natural Sciences, Sebelas Maret University Surakarta.

The development of the world film industry is growing rapidly and quickly.
Most picked up the story a fictional superhero who has a certain power. For example
Superman, Spiderman, Ironman, and others. The rapid development of the gaming
industry used to make a superhero-themed game. People's interest in superherothemed game in line with the developments especially android smartphone. At the end
of the game, especially on the theme of superhero to be one of the most popular app
among Android smartphone lovers. The problem arises from all these developments
are rarely produced by the children of the nation, especially movies or superherothemed games such as Wiro Sableng native Indonesia, Saras 008, Gundala Putra
lightning, and others. From the above problems, made the game of one of the
superhero Indonesia "The Legend of Wiro Sableng" with the aim to reintroduce the
creation of the nation with more fun and interesting.
The process of making the game "The Legend of Wiro Sableng" begins with

the search for the concept of the game. Define the design concept to create a
character and background for implementation in Unity3D and coding. The last is
building the game on the device and testing for feasibility games.
Making the game "The Legend of Wiro Sableng" is expected to raise again the
fictional superhero who has forgotten the original Indonesian become a work of the
nation can be proud.

Keyword: Game, Indonesia, superhero, Unity, Wiro Sableng.

vi

ABSTRAK
Anas Fauzi, 2015. GAME THE LEGEND OF WIRO SABLENG BERBASIS
ANDROID MENGGUNAKAN UNITY 3D. Program Diploma III Teknik
Informatika, Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Sebelas
Maret Surakarta.
Perkembangan perfilman dunia saat ini terus berkembang secara pesat dan
cepat. Sebagian besar mengangkat kisah superhero fiktif yang memiliki kekuatan
tertentu. Misalnya superman, spiderman, Ironman, dan lain-lain. Perkembangan pesat
tersebut dimanfaatkan para industri game untuk membuat game yang bertema

superhero. Ketertarikan masyarakat terhadap game bertema superhero sejalan dengan
perkembangan smartphone terutama android. Pada akhirnya game terutama yang
bertema superhero menjadi salah satu aplikasi yang paling digemari di kalangan
pecinta smartphone android. Masalah muncul dari semua perkembangan tersebut
masih jarang yang diproduksi oleh anak bangsa, terutama film atau game yang
bertema superhero asli Indonesia seperti Wiro Sableng, Saras 008, Gundala Putra
petir, dan lain-lain. Dari permasalahan di atas, dibuat game dari salah satu superhero
Indonesia “The Legend of Wiro Sableng” dengan tujuan untuk mengenalkan kembali
kreasi anak bangsa dengan lebih menyenangkan dan menarik.
Proses pembuatan game “The Legend of Wiro Sableng” diawali dengan
mencari konsep game. Konsep menentukan untuk membuat desain berupa karakter
dan background untuk diimplementasikan di unity3d dan coding. Terakhir adalah
building game pada perangkat dan testing untuk kelayakan game.
Pembuatan game “The Legend of Wiro Sableng” diharapkan mampu
mengangkat kembali superhero fiktif asli Indonesia yang sudah terlupakan menjadi
sebuah karya anak bangsa yang bisa dibanggakan.
Keyword: Game, Indonesia, Superhero, Unity, Wiro Sableng.

vii


MOTTO

“Berhenti Kutuki Kegelapan, Mulailah Nyalakan Lilin.”
(Anies Baswedan)

“Kemungkinan Terbesar Adalah Memperbesar Kemungkinan Pada Ruang
Ketidakmungkinan.”
(Ucok ‘Homicide’ – “Barisan Nisan”)

“Cinta Sesuatu Bisa Dilakukan Tanpa Menjadi Anti Terhadap Yang Lain.”
(Pandji Pragiwaksono – Berani Mengubah)

“Kamu Calon Konglomerat Ya? Kamu Harus Rajin Belajar Dan Membaca, Tapi
Jangan Ditelan Sendiri. Berbagilah Dengan Teman-Teman Yang Tak Dapat
Pendidikan.”
(Wiji Thukul)

“Setiap Orang Punya Jatah Gagal. Habiskan Jatah Gagalmu Saat Muda.”
(Dahlan Iskan)


viii

HALAMAN PERSEMBAHAN
Pertama-tama penulis memanjatkan puji syukur kepada Allah SWT Rabb Alam
Semesta karena tanpa cinta, kasih sayang dan keridhaan-Mu hamba takkan pernah
mampu menyelesaikan karya kecilku ini. Kupersembahkan karya kecil ini kepada:

Yang tercinta Keluarga
Bapak Sunardi, Ibu Tri Muji Rahayu dan adik Muhammad Shiroth Fauzi
atas dukungan, bimbingan, kasih sayang dan pengorbanan yang tak dapat dinilai
dengan apapun.
Semangat juangmu adalah dorongan bagiku untuk berani menatap tantangan
kehidupan.

Bapak Ibu Dosen D3 Teknik informatika FMIPA UNS
Atas bekal ilmu pengetahuan untukku dalam menapaki masa depan.

Sahabat-sahabat tercinta Amin Rahayu, Atika Dewi, Elsie Husadawati, dan
Rahmawati Ari Wardani yang banyak memberikan semangat dalam menyelesaikan
Tugas Akhir ini.


Almamater UNS serta teman-teman angkatan D3 Teknik Informatika 2012 khususnya
untuk TI-A yang luar biasa.
Terima kasih atas segala dukungan , semangat dan kehangatan persahabatan yang
kalian berikan dalam hidup saya.

ix

DAFTAR ISI
HALAMAN PERSETUJUAN ..................................................................................... ii
HALAMAN PENGESAHAN ..................................................................................... iii
KATA PENGANTAR ................................................................................................ iv
ABSTRACT .................................................................................................................. vi

ABSTRAK ................................................................................................................. vii
MOTTO .................................................................................................................... viii
HALAMAN PERSEMBAHAN ................................................................................. ix
DAFTAR ISI ................................................................................................................ x
DAFTAR GAMBAR ................................................................................................. xv
DAFTAR TABEL ..................................................................................................... xix

BAB I PENDAHULUAN ............................................................................................ 1
1.1

Latar Belakang Masalah ..................................................................................... 1

1.2

Perumusan Masalah ............................................................................................ 2

1.3

Batasan Masalah Penelitian ................................................................................ 2

1.4

Tujuan Penelitian ................................................................................................ 3

1.5

Manfaat Penelitian .............................................................................................. 3


BAB II LANDASAN TEORI ...................................................................................... 4
2.1

Teori Utama ........................................................................................................ 4
2.1.1.

Multimedia ............................................................................................. 4

2.1.2.

Game ...................................................................................................... 5

2.1.3.

Android .................................................................................................. 7

2.1.3.1 Karakteristik Android .......................................................................... 8
2.1.3.2 Android Software Development Kit (SDK) ........................................ 8
2.1.3.3 Android Development Tools (ADT) ................................................... 8
2.1.3.4 Android Virtual Device (AVD) ........................................................... 9
2.1.4.

Bahasa Pemrograman C# ....................................................................... 9
x

2.2

2.1.5.

Unity3d ................................................................................................. 10

2.1.6.

Corel Draw ........................................................................................... 13

Teori Sekunder.................................................................................................. 14

BAB III ANALISIS DAN PERANCANGAN GAME .............................................. 16
3.1

3.2

Konsep Dasar Proyek Pengembangan Game ................................................... 16
3.1.1.

Konsep Dasar ....................................................................................... 16

3.1.2.

Proposal ................................................................................................ 16

3.1.3.

Target Pemain ...................................................................................... 17

3.1.4

Platform, Technology dan Multiplayer Support .................................. 17

Manajemen Proyek Pengembangan Game ....................................................... 17
3.2.1.

Kebutuhan dalam Pengembangan Game ............................................. 17

3.2.2.

Perencanaan Jadwal ............................................................................. 18

3.2.3.

Kebutuhan Perangkat dalam Pengembangan Game ............................ 18

3.2.3.1 Software............................................................................................. 18
3.2.3.2 Hardware Platform ............................................................................ 19
3.2.4.

Kebutuhan Perangkat dalam Implementasi Game ............................... 19

3.2.4.1 Software dalam implementasi game The Legend of Wiro Sableng... 19
3.2.4.2 Hardware dalam implementasi game The Legend of Wiro Sableng. 19
3.3

3.4

Perancangan Game ........................................................................................... 19
3.3.1.

Narasi ................................................................................................... 19

3.3.2.

Gameplay ............................................................................................. 20

3.3.3.

Playability ............................................................................................ 20

3.3.4.

Genre .................................................................................................... 21

3.3.5.

Fitur ...................................................................................................... 21

3.3.6.

Game Layout dan Game Control ......................................................... 22

Aset dan Seni Game.......................................................................................... 24
3.4.1.

Art/Seni ................................................................................................ 24
xi

3.4.2.

Karakter ................................................................................................ 24

3.4.3.

Environment ......................................................................................... 25

3.4.4.

Level Design ........................................................................................ 27

3.4.5.

User Interface ....................................................................................... 29

3.4.5.1 Sudut Pandang Game ........................................................................ 29
3.4.5.2 Skema Warna .................................................................................... 29
3.4.5.3 Tampilan Judul Game ....................................................................... 29
3.4.5.4 Tampilan Menu ................................................................................. 30
3.4.5.5 Tampilan Menu Pause ....................................................................... 31
3.4.5.6 Tampilan Health Point dan Special Attack ........................................ 31
3.4.5.7 Tampilan Menang Game ................................................................... 32
3.4.5.8 Tampilan Kalah Game ....................................................................... 32
3.4.5.9 Tampilan Intro Game ........................................................................ 33
3.4.5.10

3.6

Tampilan Credit Game .................................................................. 34

3.4.6.

Backsong and Music ............................................................................ 34

3.4.7.

Fitur Tambahan .................................................................................... 34

Spesifikasi Kebutuhan Game Fungsional (SRS Functional) ............................ 35

BAB IV IMPLEMENTASI DAN EVALUASI ......................................................... 37
4.1

Implementasi Aset dan Seni ............................................................................. 37
4.4.1.

Implementasi Art/Seni ......................................................................... 37

4.4.2.

Implementasi Karakter ......................................................................... 37

4.4.3.

Implementasi Environment .................................................................. 42

4.4.4.

Implementasi Level Design.................................................................. 46

4.4.5.

Implementasi User Interface ................................................................ 48

4.4.5.1 Implementasi Sudut Pandang ............................................................ 48
4.4.5.2 Implementasi Rancang Skema Warna ............................................... 48
xii

4.4.5.3 Implementasi Tampilan Judul Game ................................................. 49

4.4.5.4 Implementasi Tampilan Menu........................................................... 50
4.4.5.5 Implementasi Tampilan Pause Game ................................................ 50
4.4.5.6 Implementasi Tampilan Health Point dan Special Attack ................. 51
4.4.5.7 Implementasi Tampilan Menang Game ............................................ 51
4.4.5.8 Implementasi Tampilan Kalah Game ................................................ 52
4.4.5.9 Implementasi Tamplan Intro Game .................................................. 52
4.4.5.10

4.2

Implementasi Tampilan Credit Game............................................ 53

4.4.6.

Implementasi Music dan Backsong ...................................................... 53

4.4.7.

Implementasi Fitur Tambahan ............................................................. 54

Programming .................................................................................................... 54
4.2.1.

Display System ..................................................................................... 54

4.2.1.1 Display Track .................................................................................... 54

4.2.1.2 Display Character and Animation ..................................................... 56
4.2.1.3 Display Menus ................................................................................... 58
4.2.1.4 Display Clip ....................................................................................... 59
4.2.1.5 Display Credit ................................................................................... 59
4.2.2.

Player Input .......................................................................................... 59

4.2.1.1 Move Left or Right ............................................................................. 59
4.2.1.2 Move Up ............................................................................................ 62

4.2.1.3 Attack ................................................................................................. 63
4.2.1.4 Special Attack .................................................................................... 64
4.2.3.

Game Trigger Interaction..................................................................... 66

4.2.3.1 Collide With Ground ......................................................................... 66

xiii

4.2.3.2 Eat Power-Up .................................................................................... 66
4.2.3.3 Eat Healthy Item ................................................................................ 67

4.2.3.4 Attack Enemy ..................................................................................... 68
4.2.3.5 Attacked The Enemy .......................................................................... 69
4.3

Pengujian .......................................................................................................... 69

4.4

Perilisan ............................................................................................................ 74

BAB V PENUTUP ..................................................................................................... 75
5.1

Kesimpulan ....................................................................................................... 75

5.2

Saran ................................................................................................................. 75

DAFTAR PUSTAKA ................................................................................................ 76

xiv

DAFTAR GAMBAR
Gambar 2.1.Tampilan Unity 3D Free Lisence ........................................................... 13
Gambar 2.1. Tampilan CorelDraw X6 ....................................................................... 14
Gambar 3.1. Camera Setup ........................................................................................ 22
Gambar 3.2. Game Control ........................................................................................ 23
Gambar 3.3. Game Mode(s) ....................................................................................... 23
Gambar 3.4. Game Pause........................................................................................... 24
Gambar 3.5. Karakter dalam Game............................................................................ 25
Gambar 3.6. Tampilan Level 1 .................................................................................. 26
Gambar 3.7. Tampilan Level 2 .................................................................................. 26
Gambar 3.8. Tampilan Level 3 .................................................................................. 27
Gambar 3.9 Misi Level 1 ........................................................................................... 27
Gambar 3.10. Misi Level 2 ........................................................................................ 28
Gambar 3.11. Misi Level 3 ........................................................................................ 28
Gambar 3.12. Tampilan Sketsa Sudut Pandang Game .............................................. 29
Gambar 3.13. Tampilan Judul Game ......................................................................... 30
Gambar 3.14. Tampilan Menu ................................................................................... 30
Gambar 3.15. Tampilan Menu Pause ........................................................................ 31
Gambar 3.16. Tampilan Health Point dan Special Attack.......................................... 32
Gambar 3.17. Tampilan Menang Game ..................................................................... 32
Gambar 3.18. Tampilan Kalah Game ........................................................................ 33
Gambar 3.19. Tampilan Intro Game .......................................................................... 33
Gambar 3.20. Tampilan Credit Game ........................................................................ 34
Gambar 3.21. Tampilan SRS Display System ............................................................ 35
Gambar 3.22. Tampilan SRS Player Input ................................................................ 35
Gambar 3.23. Tampilan SRS Trigger Interaction ..................................................... 36
Gambar 3.24. Tampilan SRS Keseluruhan ................................................................ 36
Gambar 4.1. Mata Sebagai Ciri Khas Game .............................................................. 37
xv

Gambar 4.2. Potongan Bagian Karakter .................................................................... 37
Gambar 4.3. Review Master Karakter........................................................................ 38
Gambar 4.4. Frame Animasi Wiro Sableng saat Diam ............................................. 38
Gambar 4.5. Frame Animasi Wiro Sableng saat Lari ................................................ 39
Gambar 4.6. Frame Animasi Wiro Sableng saat Menyerang .................................... 39
Gambar 4.7. Frame Animasi Wiro Sableng saat Melompat ...................................... 40
Gambar 4.8. Frame Animasi Wiro Sableng saat Special Attack ............................... 40
Gambar 4.9. Frame Animasi Musuh saat Jalan ......................................................... 41
Gambar 4.10. Frame Animasi Musuh saat Menyerang ............................................. 41
Gambar 4.11. Bagian-bagian Background Level 1 .................................................... 42
Gambar 4.12. Bagian Tanah Level 1 ......................................................................... 42
Gambar 4.13. Backgroud Level 1 .............................................................................. 43
Gambar 4.14. Bagian-bagian Background Level 2 .................................................... 43
Gambar 4.15. Bagian Tanah Level 2 ......................................................................... 44
Gambar 4.16. Backgroud Level 2 .............................................................................. 44
Gambar 4.17. Bagian-bagian Background Level 3 .................................................... 45
Gambar 4.18. Bagian Tanah Level 3 ......................................................................... 45
Gambar 4.19. Backgroud Level 3 .............................................................................. 46
Gambar 4.20. Implementasi Level 1 .......................................................................... 46
Gambar 4.21. Implementasi Level 2 .......................................................................... 47
Gambar 4.22. Implementasi Level 3 .......................................................................... 47
Gambar 4.23. Implementasi Sudut Pandang .............................................................. 48
Gambar 4.24. Implementasi Skema Warna................................................................ 49
Gambar 4.25. Implementasi Judul Game ................................................................... 49
Gambar 4.26. Implementasi Tampilan Menu ............................................................ 50
Gambar 4.27. Implementasi Tampilan Pause Game ................................................. 50
Gambar 4.28. Implentasi Tampilan Health Point dan Special Attack........................ 51
Gambar 4.29. Implementasi Tampilan Menang Game .............................................. 51
xvi

Gambar 4.30. Implementasi Tampilan Kalah Game .................................................. 52
Gambar 4.31. Implementasi Tampilan Intro Game ................................................... 52
Gambar 4.32. Implementasi Tampilan Credit Game ................................................. 53
Gambar 4.33. Implementasi Backsong ....................................................................... 53
Gambar 4.34. Implementasi Sound Effect .................................................................. 54
Gambar 4.35. Implementasi FiturTambahan (Special Attack) ................................... 54
Gambar 4.36. Script Clone Track .............................................................................. 55
Gambar 4.37. Setting Track pada Inspector ............................................................... 55
Gambar 4.38. Tanah Duplikasi pada Hierarchy ........................................................ 56
Gambar 4.39. Potongan Script Destroy Terrain ........................................................ 56
Gambar 4.40. Animator Controller Wiro Sableng ..................................................... 57
Gambar 4.41. Clip Animation Wiro Lari ................................................................... 57
Gambar 4.42. Hierarchy Tombol Menu ..................................................................... 58
Gambar 4.43. Script Tombol Play ............................................................................. 58
Gambar 4.44 Hierarchy Clip...................................................................................... 59
Gambar 4.45. Tampilan Tombol Lari Kiri dan Kanan............................................... 60
Gambar 4.46. Potongan Script Wiro Move ................................................................ 60
Gambar 4.47. Tab Inspector Event Trigger Move Wiro Sableng .............................. 61
Gambar 4.48. Player Bergerak ke Kanan .................................................................. 61
Gambar 4.49. Player Bergerak ke Kiri ...................................................................... 62
Gambar 4.50. Tampilan Tombol Jump ...................................................................... 62
Gambar 4.51. Potongan Script Wiro Jump ................................................................ 62
Gambar 4.52. Tab Inspector Wiro Sableng ............................................................... 63
Gambar 4.53. Player Melompat ................................................................................. 63
Gambar 4.54. Tampilan Tombol Attack..................................................................... 63
Gambar 4.55. Potongan Script Wiro Attack............................................................... 64
Gambar 4.56. Tab Inspector Event Trigger Attack Wiro Sableng ............................. 64
Gambar 4.57. Tampilan Tombol Special Attack ........................................................ 65
xvii

Gambar 4.58. Potongan Script Wiro Special Attack .................................................. 65
Gambar 4.59. Collider Tanah dan Collider Wiro ...................................................... 66
Gambar 4.60. Item Power-Up (Weapon) ................................................................... 67
Gambar 4.61. Potongan Script Power-Up (Weapon) ................................................. 67
Gambar 4.62. Item Healthy (Pisang) .......................................................................... 68
Gambar 4.63. Potongan Script Power-Up (Weapon) ................................................. 68
Gambar 4.64. Potongan Script Collider pada Hitter Wiro Sableng........................... 68
Gambar 4.65. Potongan Script Collider pada Enemy ................................................ 69

xviii

DAFTAR TABEL
Tabel 3.1. Timescedule pengembangan game ............................................................ 11
Tabel 4.1. Pengujian Fungsi Game ............................................................................ 69
Tabel 4.2. Pengujian Implementasi Game pada Perangkat ........................................ 72

xix