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dc.contributor.advisorTarigan, Jos Timanta
dc.contributor.advisorLydia, Maya Silvi
dc.contributor.authorTampubolon, Petrus Marcelino H
dc.date.accessioned2024-08-23T09:02:59Z
dc.date.available2024-08-23T09:02:59Z
dc.date.issued2024
dc.identifier.urihttps://repositori.usu.ac.id/handle/123456789/96062
dc.description.abstractThis research aims to examine the educational game application "NoKidnap", namely, an Android mobile-based game application which aims to teach children to prevent pre-indications of child abduction. In developing the educational game application "NoKidnap," research is needed that aims to improve enemy behavior by implementing the concept of layered animation triggers at the animation level. By combining advanced animation technology and the A* path-finding algorithm based on the use of the NavMesh Agent module, this research focuses on creating a more adaptive and responsive user gaming experience. The resulting game prototype was designed for children aged 7–11 years and utilized the A* algorithm to improve enemy navigation. By using an experimental method based on GDLC (Game Development Lifecycle), it is hoped that the layered animation trigger system can be applied to create enemy animations that are dynamic and responsive to interactions with players. This system works by carrying out a layered modulation process in each part of the animation. Each modulation will be sorted based on separate parameters such as long-distance, medium-distance, and short-distance. Finally, usability testing was carried out with child participants aged 7–11 years to evaluate the effectiveness and attractiveness of the resulting game prototype. The results of this study indicate that the gaming experience and responses to the kidnapper's behavior in the game "NoKidnap" show that, compared to conventional AI such as FSM, play-testers' overall responses to the game and the presence of the AI Layered Animation Trigger were relatively favorable or positive. Although it did not reach the "Very High" category, the play-testers' responses remained positive.en_US
dc.language.isoiden_US
dc.publisherUniversitas Sumatera Utaraen_US
dc.subject“NoKidnap”en_US
dc.subjectlayered animation triggeren_US
dc.subjectNavMesh Agenten_US
dc.subjectgameen_US
dc.subjectuser experienceen_US
dc.subjectchilden_US
dc.subjectSDGsen_US
dc.titleOptimalisasi Enemy Behaviour Menggunakan Layered Animation Trigger pada Aplikasi Permainan Edukatif “Nokidnap”en_US
dc.title.alternativeOptimization of Enemy Behavior Using Layered Animation Trigger in The Educative Game Application "Nokidnap"en_US
dc.typeThesisen_US
dc.identifier.nimNIM201401127
dc.identifier.nidnNIDN0126018502
dc.identifier.nidnNIDN0027017403
dc.identifier.kodeprodiKODEPRODI55201#Ilmu Komputer
dc.description.pages90 Pagesen_US
dc.description.typeSkripsi Sarjanaen_US


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