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dc.contributor.advisorTarigan, Jos Timanta
dc.contributor.advisorHandrizal
dc.contributor.authorYuanata, Alexander
dc.date.accessioned2025-06-18T09:19:13Z
dc.date.available2025-06-18T09:19:13Z
dc.date.issued2025
dc.identifier.urihttps://repositori.usu.ac.id/handle/123456789/104429
dc.description.abstractThe video game industry is thriving and rapidly expanding in this day and age, especially the mobile games industry. However, a video game must compete with many applications vying for user’s interests. This research aims to implement an effective cooperative multiplayer system’s architecture from the front end to the back end. Implementation of this system aims to increase the game’s competitiveness and document the whole process of developing the mobile game’s multiplayer features. This research implements the feature on the game app “Edurobots” with the primary method of research being literature studies and official Unity documentations. Development of the game used Unity Engine and the Unity Netcode for GameObjects framework, while WebSocket and NodeJS technologies were used to develop the lobby server. The multiplayer feature uses the state synchronization protocol with latency exposure, latency concealment, and dead reckoning techniques to compensate for the negative effect of latency on user experience. Hosting is done on the Google Cloud Platform environment with the Compute Engine service to run game servers and Cloud Monitoring to measure the server’s metrics. Testing is done through metric measurements and usability testing to evaluate the effectivity of the system and user experience. Metric measurements uses two servers (e2-micro and e2-highcpu-2) and measures the latency of clients, CPU/RAM usage, as well as network bandwidth. Usability testing gathers evaluation from users through questionnaires after testing sessions. Metric evaluation reveals that the e2-micro server can handle 4 clients with an average latency of 90,74 ms and a jitter of 17,96 ms which is considered good. CPU usage and server performance is found to impact client latency drastically. If CPU usage exceeds the capacity of the server, then processing time increases which increases client latency. The number of clients do not affect latency significantly, but increases outgoing network bandwidth. The result of the usability testing questionnaire is an average rating of 4.67 out of a scale of 5 and an average score of 4.73 for the effectivity of multiplayer features in increasing player retention of Edurobots.en_US
dc.language.isoiden_US
dc.publisherUniversitas Sumatera Utaraen_US
dc.subjectMultiplayer Game Developmenten_US
dc.subjectClient-Server Architectureen_US
dc.subjectUnity Netcode for GameObjectsen_US
dc.subjectLatency Compensationen_US
dc.titlePengembangan dan Optimisasi Sistem Online Multiplayer pada Aplikasi Permainan dengan Genre Top-Down Shooteren_US
dc.title.alternativeDevelopment and Optimization of an Online Multiplayer System on a Top-Down Shooter Video Gameen_US
dc.typeThesisen_US
dc.identifier.nimNIM211401032
dc.identifier.nidnNIDN0126018502
dc.identifier.nidnNIDN0113067703
dc.identifier.kodeprodiKODEPRODI55201#Ilmu Komputer
dc.description.pages116 Pagesen_US
dc.description.typeSkripsi Sarjanaen_US
dc.subject.sdgsSDGs 9. Industry Innovation And Infrastructureen_US


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