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PEMBUATAN GAME
CHAPTER II PENAKLUKAN RAJA SUBALI MENGGUNAKAN
UNITY3D
Tugas Akhir
Diajukan Untuk Memenuhi Salah Satu Syarat Mencapai Gelar Ahli Madya
Program Studi Diploma III Teknik Informatika
diajukan oleh
Hirzi Ramadhan NIM. M3112072
Kepada
PROGRAM DIPLOMA III TEKNIK INFORMATIKA FAKULTAS MATEMATIKA DAN ILMU PENGETAHUAN ALAM
UNIVERSITAS NEGRI SEBELAS MARET SURAKARTA
2015
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HALAMAN PERSETUJUAN
PEMBUATAN GAME AND
CHAPTER II PENAKLUKAN RAJA SUBALI MENGGUNAKAN
UNITY3D
Disusun Oleh
HIRZI RAMADHAN
NIM. M3112072
Tugas Akhir ini telah disetujui untuk disusun dan ditindaklanjuti
pada tanggal _______________
Pembimbing Utama
Taufiqurrahman NH S.Kom
NIDN. 9906006780
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HALAMAN PENGESAHAN
PEMBUATAN GAME CHAPTER II PENAKLUKAN RAJA SUBALI MENGGUNAKAN
UNITY3D
Disusun Oleh:
HIRZI RAMADHAN NIM. M3112072
Dibimbing Oleh:
Pembimbing Utama
Taufiqurrahman NH S.Kom
NIDN. 9906006780
Tugas Akhir ini telah diterima dan disahkan oleh dewan penguji Tugas Akhir
Program Diploma III Teknik Informatika
Pada hari Senin, tanggal 14 Juli 2014
1. Penguji 1 Taufiqurrahman NH S.Kom
NIDN. 9906006780
( )
2. Penguji 2 ( )
3. Penguji 3 ( )
Disahkan Oleh:
Dekan Fakultas MIPA UNS
Prof. Ir. Ari Handono Ramelan, M.Sc (Hons)., Ph.D.
NIP. 19610223 198601 1 001
Ketua Program Studi
DIII Teknik Informatika UNS
Drs. Y.S. Palgunadi, M.Sc.
NIP. 19560407 198303 1 004
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ABSTRACT
Hirzi Ramadhan, 2015. Developing Game
Qonquest of Subali King Using Unity3d. DIII Program of Informatics
Engineering. Faculty of Mathematics and Sciences. Sebelas Maret Surakarta
University.
Indonesian has thr growing culture espesially in java, one of which is a puppet. The most frequently story raised for puppets acting out the story of Ramayana that has been widely known by the public and has long been legendary. Underdevelopment of puppets in contemporary times due to currents of modernization which is currently growing very rapidly and cause high mobility and thinking society becomes very practical. At now knowing the story of puppetry is considered as something that takes time and vain. Nowadays people would do more to fill their spare time with rest or just play games. The development of games that are currently circulating in the community many with the theme of the future such as robots, aliens, monsters and so forth. Although the game with the theme of culture like a puppet is still very rare because it is considered less attractive to the public.
Therefore, the authors development game drawn Developing Game Qonquest of Subali King Using Unity3d. This
game is two-dimensional game built using C # programming language with software Unity3D as game engine. Game was tested by fungsional test and compability test with black box method. The Results is game can play on smarthphone Android. This game can be used as
a means of preserving the culture of the Ramayana story.
Keywords : Ramayana, Game Android, Puppet Stories
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ABSTRAK
Hirzi Ramadhan, 2015. Pembuatan Game A R Chapter
II Penaklukan Raja Subali Menggunakan Unity3d. Program DIII Teknik
Informatika Fakultas Matematika dan Ilmu Pengetahuan Alam. Universitas
Sebelas Maret Surakarta.
Indonesia memiliki seni tradisional yang berkembang khususnya di daerah Jawa, salah satunya adalah wayang. Cerita yang biasanya sering diangkat untuk melakonkan wayang adalah kisah Ramayana yang telah banyak diketahui oleh masyarakat dan telah lama melegenda. Kurang berkembangnya wayang pada zaman sekarang dikarenakan arus moderenisasi yang saat ini sudah sangat pesat berkembang dan menyebabkan mobilitas masyarakat menjadi tinggi dan berpikir serba praktis. Pada zaman sekarang mengetahui kisah perwayangan dianggap sebagai sesuatu yang menyita waktu dan sia-sia. Saat ini orang akan lebih mengisi waktu luang mereka dengan beristirahat ataupun sekedar bermain game. Perkembangan dari game-game yang saat ini banyak beredar dimasyarakat banyak yang mengangkat tema masa depan seperti robot, alien, monster dan lain sebagainya. Sedangkan untuk game yang bertemakan budaya seperti halnya pewayangan masih sangat jarang karena dinilai kurang menarik untuk masyarakat.
Oleh karena itu penulis melakukan pembuatan game yang diambil dari cerita wayang Ramayana yang berjudul Pembuatan Game A Chapter II dengan menggunakan Unity3. Game Ini merupakan game 2 dimensi yang dibangun dengan menggunakan bahasa pemrograman C# dengan software unity3d sebagai game engine. Pengujian game dilakukan dengan melakukan uji coba aplikasi.
Hasil penelitian ini telah menghasilkan game 2d dalam smarthphone. game ini dapat digunakan sebagai sarana pelestarian kebudayaan dari kisah Ramayana.
Kata Kunci : Ramayana, Game Android, Kisah Pewayangan
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MOTTO
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HALAMAN PERSEMBAHAN
Tugas Akhir ini penulis persembahkan kepada :
1. Keluarga tercinta yang telah memberikan nasehat, dukungan, motivasi, dan doa
terbaik kepada penulis.
2. Sahabat yang selalu memberikan motivasi, nasehat dan masukan kepada penulis.
3. Pembimbing yang selalu memberikan bimbingan dan arahan yang bermanfaat
kepada penulis.
4. Dosen-dosen yang telah memberikan perkuliahan sehingga ilmu yang diberikan
dapat digunakan dalam pembuatan Tugas Akhir ini.
5. Teman-teman kelas TI B angkatan 2012, terimakasih atas bantuan dan dukungan
selama ini.
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KATA PENGANTAR
Bismillahirrohmanirrohim, syukur Alhamdulillah selalu penulis haturkan
kepada Allah SWT yang telah melimpahkan segenap rahmat dah karunia-Nya
Game Android
Ramabhadra Chapter II Penaklukan Raja Subali Menggunakan Unity3d
lancar dan tepat waktu. Laporan Tugas Akhir ini disusun untuk memenuhi salah
satu syarat dalam memperoleh gelar Ahli Madya 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. Allah SWT yang telah memberikan ridho, berkah, rahmat dan hidayahnya
kepada penulis selama melakukan penelitian dan menyusun laporan Tugas
Akhir ini.
2. Bapak Prof. Ir. Ari Handono Ramelan M.Sc.(Hons), Ph.D selaku Dekan
Fakultas Matematika dan Ilmu Pengetahuan Alam Universitas Sebelas Maret
yang telah berkenan memberikan izin kepada penulis dalam pembuatan
Tugas Akhir ini.
3. Bapak Drs. Y. S. Palgunadi, M.Sc selaku Ketua Program Studi Diploma III
Teknik Informatika Universitas Sebelas Maret yang memberikan izin kepada
penulis untuk mengikuti ujian Tugas Akhir ini.
4. Bapak Taufiqurrahman NH S.Kom selaku dosen pembimbing yang telah
dengan penuh kesabaran dan ketulusan memberikan ilmu dan bimbingan
terbaik kepada penulis.
5. Para Dosen Program Studi Diploma III Teknik Informatika Universitas
Sebelas Maret yang telah memberikan bekal ilmu kepada penulis.
6. Para Karyawan/wati Program Studi Diploma III Teknik Informatika
Universitas Sebelas Maret yang telah membantu penulis dalam
menyelesaikan Tugas Akhir ini.
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7. Keluarga tercinta, Bapak, Ibu, dan kakak penulis yang selalu mendukung
dalam menyelesaikan Tugas Akhir ini.
8. Teman-teman Diploma III Teknik Informatika angkatan 2012 dan khususnya
mahasiswa DIII Teknik Informatika C yang telah membantu, memberi
dukungan dalam menyelesaikan Tugas Akhir, terimakasih atas bantuan dan
kerjasamanya selama perkuliahan ini.
Penulis menyadari sepenuhnya bahwa laporan Tugas masih jauh dari
sempurna. Untuk itu, penulis menerima segala saran, kritik dan masukan yang
bersifat membangun. Semoga laporan Tugas Akhir ini dapat memberikan manfaat
dan memberikan wawasan tambahan bagi para pembaca dan khususnya bagi
penulis sendiri.
Surakarta, Juni 2015
Penulis
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DAFTAR ISI
HALAMAN PERSETUJUAN ............................................................................... ii
HALAMAN PENGESAHAN ................................................................................ iii
ABSTRACT ........................................................................................................... iv
ABSTRAK ............................................................................................................... v
MOTTO .................................................................................................................. vi
HALAMAN PERSEMBAHAN ........................................................................... vii
KATA PENGANTAR ........................................................................................... viii
DAFTAR ISI ............................................................................................................ x
DAFTAR GAMBAR ........................................................................................... xiii
DAFTAR TABEL ............................................................................................... xxiv
BAB I PENDAHULUAN ........................................................................................ 1
1.1 Latar Belakang ........................................................................................... 1
1.2 Perumusan masalah .................................................................................... 2
1.3 Batasan Masalah Penelitian ....................................................................... 2
1.4 Tujuan Penelitian ....................................................................................... 2
1.5 Manfaat Penelitian ..................................................................................... 2
BAB II LANDASAN TEORI .................................................................................. 3
2.1 Cerita Ramayana ........................................................................................ 3
2.2 Game .......................................................................................................... 5
2.2.1 Game Mobile ...................................................................................... 6
2.3 Android ...................................................................................................... 6
2.3.1 SDK Android ...................................................................................... 6
2.4 Unity 3D ..................................................................................................... 7
2.5 Corel Draw ................................................................................................. 8
2.6 Bahasa Pemrograman C# ........................................................................... 8
2.7 Use Case ................................................................................................... 10
BAB III ANALISIS DAN PERANCANGAN GAME .......................................... 11
3.1 Konsep Dasar Proyek Pengembangan Game ........................................... 11
3.1.1 Konsep Dasar Game ......................................................................... 11
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3.1.2 Proposal ............................................................................................ 11
3.1.3 Target Pemain ................................................................................... 12
3.1.4 Dukungan Platform, Teknologi dan Multiplayer ............................. 12
3.2 Manajemen Proyek Pengembangan Game .............................................. 12
3.3.1 Kebutuhan dan Peran / Tugas Tim Pengembang Game ................... 12
3.3.2 Perencanaan Jadwal ......................................................................... 13
3.3.3 Kebutuhan Perangkat Lunak dan Perangkat Keras dalam
Pengembangan Game ................................................................................... 13
3.3.4 Kebutuhan Perangkat Lunak dan Perangkat Keras dalam
Implementasi Game ...................................................................................... 14
3.3 Perancangan Dasar Game ........................................................................ 14
3.3.1 Narasi Dan Storyboard ..................................................................... 14
3.3.2 Gameplay ......................................................................................... 15
3.3.3 Playability ........................................................................................ 16
3.3.4 Genre ................................................................................................ 17
3.4 Aset Dan Seni Game ................................................................................ 17
3.4.1 Konsep Seni ..................................................................................... 17
3.4.2 Karakter ............................................................................................ 17
3.4.3 Lingkungan ...................................................................................... 32
3.4.4 Daftar Misi, Desain Level, Penempatan Dan Pertemuan ................. 33
3.4.5 Musik Dan Suara .............................................................................. 44
3.4.6 Pengaturan ........................................................................................ 44
3.4.7 Antar Muka ...................................................................................... 44
3.4.8 Fitur Tambahan ................................................................................ 51
3.5 Spesifikasi Kebutuhan Game Fungsional (SRS Functional) ................... 52
3.5.1 Aktor Player ..................................................................................... 52
3.5.2 Aktor Enemy .................................................................................... 55
BAB IV IMPLEMENTASI DAN EVALUASI GAME ......................................... 56
4.1 Implementasi Aset Dan Seni .................................................................... 56
4.1.1 Implementasi Konsep Seni ............................................................... 56
4.1.2 Implementasi Karakter ..................................................................... 59
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4.1.3 Implementasi Lingkungan ................................................................ 70
4.1.4 Implementasi Daftar Misi, Desain Level, Penempatan dan Pertemuan
72
4.1.5 Implementasi Musik Dan Suara ....................................................... 82
4.1.6 Implementasi Pengaturan ................................................................. 84
4.1.7 Implementasi Antar Muka ................................................................ 85
4.1.8 Implementasi Fitur Tambahan .......................................................... 93
4.2 Teknis Pemrograman................................................................................ 94
4.3 Pengujian ................................................................................................ 110
4.4 Perilisan .................................................................................................. 122
BAB V PENUTUP ............................................................................................... 123
5.1 Kesimpulan ............................................................................................ 123
5.2 Saran ...................................................................................................... 123
DAFTAR PUSTAKA ........................................................................................... 124
LAMPIRAN ............................................................................................................. 1
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DAFTAR GAMBAR
Gambar 3.1 Sketsa Raja
Subali .........................................................................................................................
18
Gambar 3.2 Sketsa
Sugriwa ......................................................................................................................
20
Gambar 3.3 Sketsa
Prajurit ........................................................................................................................
22
Gambar 3.4 Sketsa Prajurit
............................................................................................................
24
Gambar 3.5 Sketsa Freeze Enemy dan
Itemnya .......................................................................................................................
25
Gambar 3.6 Sketsa Time Freeze dan
Itemnya .......................................................................................................................
27
Gambar 3.7 Sketsa Time dan
Itemnya .......................................................................................................................
28
Gambar 3.8 Sketsa Destroy All Enemies dan
Itemnya .......................................................................................................................
30
Gambar 3.9 Sprite Hewan Berlari atau
Berjalan ......................................................................................................................
32
Gambar 3.10 Lingkungan pada Ramabhadra Chapter
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II .................................................................................................................................
33
Gambar 3.11 Desain Level dan Penempatan pada Level
1 ..................................................................................................................................
35
Gambar 3.12 Desain Level dan Penempatan pada Level
2 ..................................................................................................................................
36
Gambar 3.13 Desain Level dan Penempatan pada Level
3 ..................................................................................................................................
37
Gambar 3.14 Desain Level dan Penempatan pada Level
4 ..................................................................................................................................
38
Gambar 3.15 Desain Level dan Penempatan pada Level
5 ..................................................................................................................................
39
Gambar 3.16 Desain Level dan Penempatan pada Level
6 ..................................................................................................................................
40
Gambar 3.17 Desain Level dan Penempatan pada Level
7 ..................................................................................................................................
41
Gambar 3.18 Desain Level dan Penempatan pada Level
8 ..................................................................................................................................
42
Gambar 3.19 Desain Level dan Penempatan pada Level
9 ..................................................................................................................................
43
Gambar 3.20 Desain Level dan Penempatan pada Level
10 ................................................................................................................................
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44
Gambar 3.21 Sketsa Tampilan Permainan Ramabhadra Chapter
2 ..................................................................................................................................
45
Gambar 3.22 Skema Warna yang Digunakan pada Chapter
2 ..................................................................................................................................
45
Gambar 3.23 Sketsa Tampilan Splash
Screen .........................................................................................................................
45
Gambar 3.24 Sketsa Tampilan Main
Menu ...........................................................................................................................
46
Gambar 3.25 Sketsa Tampilan
Map ............................................................................................................................
46
Gambar 3.26 Sketsa Tampilan Pemilihan
Level ...........................................................................................................................
47
Gambar 3.27 Sketsa Tampilan Menu
Stories .........................................................................................................................
47
Gambar 3.28 Sketsa Tampilan
Credits ........................................................................................................................
48
Gambar 3.29 Sketsa Tampilan Papan
Misi ............................................................................................................................
48
Gambar 3.30 Sketsa Tampilan Pause
Menu ...........................................................................................................................
49
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Gambar 3.31 Sketsa Tampilan Posisi Bar dan
Status ..........................................................................................................................
49
Gambar 3.32 Sketsa Tampilan Bar
Akurasi .......................................................................................................................
50
Gambar 3.33 Sketsa Tampilan Menang
Permainan ...................................................................................................................
50
Gambar 3.34 Sketsa Tampilan Kalah
Permainan ...................................................................................................................
50
Gambar 3.35 Sketsa Tampilan Menu
Permainan ...................................................................................................................
51
Gambar 3.36 Rancangan Fitur
Story ...........................................................................................................................
51
Gambar 3.37 Use Case Display Aktor
Player .........................................................................................................................
52
Gambar 3.38 Use Case Input Aktor
Player .........................................................................................................................
53
Gambar 3.39 Use Case Object Interaction Aktor
Player .........................................................................................................................
54
Gambar 3.40 Use Case Object Interaction Aktor
Enemy .........................................................................................................................
55
Gambar 4.1 Pembuatan Objek Outline
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Less .............................................................................................................................
56
Gambar 4.2 Pembuatan Aset Semak dan
Bebatuan .....................................................................................................................
57
Gambar 4.3 Pembuatan Aset
Pepohonan ..................................................................................................................
57
Gambar 4.4 Pembuatan Aset
Candi ..........................................................................................................................
58
Gambar 4.5 Pembuatan Objek
Karakter ......................................................................................................................
58
Gambar 4.6 Pembuatan Aset
Karakter ......................................................................................................................
59
Gambar 4.7 Parameter Raja
Subali .........................................................................................................................
59
Gambar 4.8 Nilai Parameter Score dan Kecepatan pada Raja
Subali .........................................................................................................................
60
Gambar 4.9 Parameter Raja Subali pada Level
7 ..................................................................................................................................
60
Gambar 4.10 Perbandingan Muncul Raja Subali pada Level
1 ..................................................................................................................................
61
Gambar 4.11 Perbandingan Muncul Raja Subali Bolak-balik pada Level
7 ..................................................................................................................................
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61
Gambar 4.12 Animasi Raja
Subali .........................................................................................................................
61
Gambar 4.13 Parameter
Sugriwa ......................................................................................................................
62
Gambar 4.14 Nilai Parameter Score dan Kecepatan pada
Sugriwa ......................................................................................................................
62
Gambar 4.15 Perbandingan Muncul Sugriwa pada Level
1 ..................................................................................................................................
63
Gambar 4.16 Animasi
Sugriwa ......................................................................................................................
63
Gambar 4.17 Parameter
Prajurit ........................................................................................................................
64
Gambar 4.18 Nilai Parameter Score dan Kecepatan pada
Prajurit ........................................................................................................................
64
Gambar 4.19 Parameter Prajurit pada Level
6 ..................................................................................................................................
65
Gambar 4.20 Perbandingan Muncul Prajurit Bolak-balik pada Level
6 ..................................................................................................................................
65
Gambar 4.21 Animasi
Prajurit ........................................................................................................................
65
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Gambar 4.22 Parameter Prajurit
............................................................................................................
66
Gambar 4.23
7 ..................................................................................................................................
66
Gambar 4.24 Parameter Item Freeze
Enemy .........................................................................................................................
67
Gambar 4.25 Perbandingan Muncul Item Freeze Enemy pada Level
3 ..................................................................................................................................
67
Gambar 4.26 Animasi Monyet
Item ............................................................................................................................
67
Gambar 4.27 Parameter Item Time
Freeze .........................................................................................................................
68
Gambar 4.28 Perbandingan Muncul Item Time Freeze pada Level
2 ..................................................................................................................................
68
Gambar 4.29 Parameter Item
Time ............................................................................................................................
69
Gambar 4.30 Perbandingan Muncul Item Time pada Level
1 ..................................................................................................................................
69
Gambar 4.31 Parameter Item Destroy All
Enemies ......................................................................................................................
70
Gambar 4.32 Perbandingan Muncul Item Destroy All Enemies pada Level
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4 ..................................................................................................................................
70
Gambar 4.33 Lingkungan pada Siang
Hari .............................................................................................................................
71
Gambar 4.34 Lingkungan pada Sore
Hari .............................................................................................................................
71
Gambar 4.35 Lingkungan pada Malam
Hari .............................................................................................................................
72
Gambar 4.36 Peletakan Musuh dan Daftar Misi Level
1 ..................................................................................................................................
73
Gambar 4.37 Pergerakan Objek Level
1 ..................................................................................................................................
73
Gambar 4.38 Peletakan Musuh dan Daftar Misi Level
2 ..................................................................................................................................
74
Gambar 4.39 Pergerakan Objek Level
2 ..................................................................................................................................
74
Gambar 4.40 Peletakan Musuh dan Daftar Misi Level
3 ..................................................................................................................................
75
Gambar 4.41 Pergerakan Objek Level
3 ..................................................................................................................................
75
Gambar 4.42 Peletakan Musuh dan Daftar Misi Level
4 ..................................................................................................................................
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76
Gambar 4.43 Pergerakan Objek Level
4 ..................................................................................................................................
76
Gambar 4.44 Peletakan Musuh dan Daftar Misi Level
5 ..................................................................................................................................
77
Gambar 4.45 Pergerakan Objek Level
5 ..................................................................................................................................
77
Gambar 4.46 Peletakan Musuh dan Daftar Misi Level
6 ..................................................................................................................................
78
Gambar 4.47 Pergerakan Objek Level
6 ..................................................................................................................................
78
Gambar 4.48 Peletakan Musuh dan Daftar Misi Level
7 ..................................................................................................................................
79
Gambar 4.49 Pergerakan Objek Level
7 ..................................................................................................................................
79
Gambar 4.50 Peletakan Musuh dan Daftar Misi Level
8 ..................................................................................................................................
80
Gambar 4.51 Pergerakan Objek Level
8 ..................................................................................................................................
80
Gambar 4.52 Peletakan Musuh dan Daftar Misi Level
9 ..................................................................................................................................
81
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Gambar 4.53 Pergerakan Objek Level
9 ..................................................................................................................................
81
Gambar 4.54 Peletakan Musuh dan Daftar Misi Level
10 ................................................................................................................................
82
Gambar 4.55 Pergerakan Objek Level
10 ................................................................................................................................
82
Gambar 4.56 Musik pada Main
Menu ...........................................................................................................................
83
Gambar 4.57 Musik pada Level
Siang ...........................................................................................................................
83
Gambar 4.58 Musik pada Level
Sore ............................................................................................................................
83
Gambar 4.59 Musik pada Level
Malam ........................................................................................................................
84
Gambar 4.60 Mute pada Menu
Pause ..........................................................................................................................
84
Gambar 4.61 Posisi Kamera pada
Permainan ...................................................................................................................
85
Gambar 4.62 View Kamera Ketika
Dimainkan ..................................................................................................................
85
Gambar 4.63 Skema Coklat pada User
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Interface .....................................................................................................................
86
Gambar 4.64 Tampilan Splash
Screen .........................................................................................................................
86
Gambar 4.65 User Interface Main
Menu ...........................................................................................................................
87
Gambar 4.66 User Interface
Map ............................................................................................................................
87
Gambar 4.67 User Interface Level
Menu ...........................................................................................................................
88
Gambar 4.68 User Interface
Stories .........................................................................................................................
88
Gambar 4.69 User Interface
Credits ........................................................................................................................
89
Gambar 4.70 User Interface Missions
List ..............................................................................................................................
89
Gambar 4.71 User Interface Pause
Menu ...........................................................................................................................
90
Gambar 4.72 User Interface Time Bar dan Accuration
Bar ..............................................................................................................................
90
Gambar 4.73 User Interface Win
Menu ...........................................................................................................................
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91
Gambar 4.74 User Interface Lose
Menu ...........................................................................................................................
91
Gambar 4.75 Tutorial 1 Chapter
2 ..................................................................................................................................
92
Gambar 4.76 Tutorial 2 Chapter
2 ..................................................................................................................................
92
Gambar 4.77 Tutorial 3 Chapter
2 ..................................................................................................................................
92
Gambar 4.78 Cover Menu
Stories .........................................................................................................................
93
Gambar 4.79 Komik
Ramabhadra................................................................................................................
93
DAFTAR TABEL
Tabel 3.1 Kebutuhan dan Peran Pengembangan
Game
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12
Tabel 3.2 Jadwal Pembuatan
Game
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13
Tabel 3.3 Parameter Raja
Subali
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18
Tabel 3.4 Parameter
Sugriwa
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20
Tabel 3.5 Parameter
Prajurit
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Tabel 3.6 Parameter Prajurit
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24
Tabel 3.7 Parameter Prajurit
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Tabel 3.8 Parameter Time
Freeze
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Tabel 3.9 Parameter
Time
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Tabel 3.10 Parameter Destroy All
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Enemies
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Tabel 3.11 Daftar Misi Ramabhadra Chapter
II
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Tabel 4.1 Pengujian Fungsional
Permainan
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Tabel 4.2 Pengujian Pada
Perangkat
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120