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Penerapan Metode Finite State Machine pada Perancangan Game Demonic Time Alvi Khairullah Andhika; Ilyas Alghifari; Syahriani Syahriani; Tri Santoso
Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) Vol 8, No 5 (2025): Oktober 2025
Publisher : Program Studi Teknik Komputer, Fakultas Teknik. Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jnkti.v8i5.9785

Abstract

Abstrak − Perkembangan industri game yang semakin pesat, khususnya pada platform mobile, mendorong lahirnya pengalaman bermain yang semakin kompleks dan imersif. Salah satu permasalahan yang kerap dihadapi dalam pengembangan game adalah keterbatasan kecerdasan buatan Artificial Intelligence (AI) pada karakter non-pemain(Non-Playable Character) NPC, yang dapat mengakibatkan pengalaman bermain menjadi monoton dan kurang menantang. Penelitian ini bertujuan untuk merancang dan mengimplementasikan game horor mobile berjudul Demonic Time dengan menggunakan Unity Engine, serta menerapkan metode Finite State Machine (FSM) untuk menghasilkan perilaku NPC (Non-Playable Character) yang adaptif dan dinamis. Perancangan game dilakukan dengan pendekatan Core Loop dan Core Experience guna menciptakan suasana tegang serta memungkinkan variasi tantangan dalam setiap sesi permainan. Metode pengembangan yang digunakan adalah prototyping, yang memungkinkan proses iteratif berdasarkan umpan balik pengguna. Pengujian sistem dilakukan menggunakan metode Black Box Testing untuk memastikan fungsionalitas sesuai dengan spesifikasi yang telah ditetapkan. Hasil penelitian menunjukkan bahwa penerapan FSM (Finite State Machine) secara efektif meningkatkan kualitas interaksi dan tingkat kesulitan permainan, serta menunjukkan bahwa metode prototyping merupakan pendekatan yang efektif dalam pengembangan game horor berbasis Unity pada platform mobile.Kata Kunci: Horor; Unity; FSM (Finite State Machine); NPC (Non-Playable Character); Prototyping; Mobile Game; Abstract − The rapid development of the gaming industry, especially on mobile platforms, is driving the birth of increasingly complex and immersive gaming experiences. One of the problems often faced in game development is the limitations of Artificial Intelligence (AI) in non-player characters (NPCs), which can result in a monotonous and less challenging gaming experience. This study aims to design and implement a mobile horror game titled Demonic Time using the Unity Engine, and apply the Finite State Machine (FSM) method to produce adaptive and dynamic NPC (Non-Playable Character) behavior. The game design is carried out using the Core Loop and Core Experience approaches to create a tense atmosphere and allow for a variety of challenges in each game session. The development method used is prototyping, which allows an iterative process based on user feedback. System testing is carried out using the Black Box Testing method to ensure functionality is in accordance with predetermined specifications. The results of the study indicate that the application of FSM (Finite State Machine) effectively improves the quality of interaction and the level of difficulty of the game, and demonstrates that the prototyping method is an effective approach in developing Unity-based horror games on mobile platforms.Keywords: Horror Game; Unity; FSM (Finite State Machine); NPC (Non-Playable Character); Prototyping; Mobile Game;
Implementasi Teknik Mail Merge Sebagai Solusi Otomatisasi Surat Undangan Dan Pemberitahuan Pada Kegiatan Dasa Wisma (DAWIS) Rw 03 Win Kurniadi; Bambang Wijonarko; Anjas Ramadhani; Tri Santoso
AMMA : Jurnal Pengabdian Masyarakat Vol. 4 No. 11 : Desember (2025): AMMA : Jurnal Pengabdian Masyarakat
Publisher : CV. Multi Kreasi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The rapid development of digital technology has changed the way people interact and manage their daily activities, demanding the adoption of automation solutions to increase efficiency. One of the challenges often faced is the time-consuming process of administrative correspondence. Mail Merge technology presents a superior solution that allows for the creation of mass letters quickly and accurately, reducing the burden of manual work. The Dasa Wisma Group (DAWIS) RW 03, as an organization active in community activities, is currently experiencing obstacles in the efficiency of creating invitation letters and notifications. Therefore, this community service activity is proposed to implement Mail Merge training and mentoring, which will be a practical and sustainable solution to automate the correspondence process in DAWIS RW 03.