• Login
    View Item 
    •   USU-IR Home
    • Faculty of Computer Science and Information Technology
    • Department of Computer Science
    • Undergraduate Theses
    • View Item
    •   USU-IR Home
    • Faculty of Computer Science and Information Technology
    • Department of Computer Science
    • Undergraduate Theses
    • View Item
    JavaScript is disabled for your browser. Some features of this site may not work without it.

    Pengembangan Metode Difficulty Adjustment secara Prosedural pada Game “Lost Labyrinths : Rogue’s Odyssey”

    Development of Procedural Difficulty Adjustment Method in The Game “Lost Labyrinths: Rogue’s Odyssey”

    Thumbnail
    View/Open
    Cover (912.1Kb)
    Fulltext (2.383Mb)
    Date
    2024
    Author
    Ritonga, Muhammad Raihandi Jamal
    Advisor(s)
    Handrizal
    Tarigan, Jos Timanta
    Metadata
    Show full item record
    Abstract
    In the video game industry, the 2D platformer genre has a large fan base as it offers a fun and entertaining gaming experience. One of the main challenges in 2D platformer game development is to keep the difficulty level interesting and satisfying for different skill levels of players. An automatic difficulty adjustment system is a promising solution, allowing the difficulty level to dynamically adjust to the player's ability. This study focuses on the development and implementation of difficulty adjustment-based game mechanics in the game "Lost Labyrinths: Rogue's Odyssey," a 2D action platformer game that uses procedural content generation (PCG) for its level design. This research identified several key issues, including difficulty consistency and the long-term appeal of the game. To address these issues, a dynamic difficulty adjustment system was implemented, and new game mechanics were added. The research method involved testing player responses to an "Expert" game mode that implemented this difficulty adjustment system. The results showed that the implementation of difficulty adjustment in "Lost Labyrinths: Rogue's Odyssey" yielded very satisfactory results. Player response to the "Expert" game mode was very positive, with favorable ratings on aspects related to automatic difficulty adjustment. The "Fog of War" feature used in this mode was effective in adding an element of challenge and suspense. Overall, the challenging difficulty level in the "Expert" mode provided a more immersive and satisfying gaming experience, increasing the game's appeal and sustainability. The results of this study conclude that the implementation of dynamic difficulty adjustment-based game mechanics can improve the quality and appeal of 2D platformer games, providing new challenges for players and sustaining their interest in the long run.
    URI
    https://repositori.usu.ac.id/handle/123456789/95952
    Collections
    • Undergraduate Theses [1254]

    Repositori Institusi Universitas Sumatera Utara - 2025

    Universitas Sumatera Utara

    Perpustakaan

    Resource Guide

    Katalog Perpustakaan

    Journal Elektronik Berlangganan

    Buku Elektronik Berlangganan

    DSpace software copyright © 2002-2016  DuraSpace
    Contact Us | Send Feedback
    Theme by 
    Atmire NV
     

     

    Browse

    All of USU-IRCommunities & CollectionsBy Issue DateTitlesAuthorsAdvisorsKeywordsTypesBy Submit DateThis CollectionBy Issue DateTitlesAuthorsAdvisorsKeywordsTypesBy Submit Date

    My Account

    LoginRegister

    Repositori Institusi Universitas Sumatera Utara - 2025

    Universitas Sumatera Utara

    Perpustakaan

    Resource Guide

    Katalog Perpustakaan

    Journal Elektronik Berlangganan

    Buku Elektronik Berlangganan

    DSpace software copyright © 2002-2016  DuraSpace
    Contact Us | Send Feedback
    Theme by 
    Atmire NV