Pengembangan Game Puzzle Find Grass Menggunakan Algoritma Backtracking
Abstract
Game like a tools of entertainment that is enjoyed and played by many grups ranging from children. teenagers and adults. With the rapid development of technology, games are becoming more practical. For example, nowadays we no need to buy a games console like Playstation to play a games. One of the games that has a good impact to users is a game in the form of education, from the explanation above, idea arises to take research to make a game entitled “Find Grass” based on 3D perspective android. That the concept of each level of the game, user must direct or control the player, namely a rabbit looking for a grass to get to the final destination poin with limited time. In making this game requires a Backtracking Algorithm that can find the fastest path to get to a certain destination poin and later will be applied to the help system in the game. The system development method is GDLC (Game Development Life Cycle) which has stages such as initiation, pre-production , production, beta, release. For application design using UML (Unified Modeling Language ). In addition , the application to create games uses Unity 3D. The final result of the application created is a game that is compatible on smartphone devices with an android operating system at least 5.0 (Lollipop). This game has several menus including the main menu, stage menu consisting of 3 stage guide menu and exit menu.
References
D. N. Putra, O. O. Sardjito, and C. Lawrence, “Penerapan dan Implementasi Algoritma Backtracking,” Published document accessed from, 2005.
F. Hilviah, “Penerapan Algoritma Dynamic Programming dan Algoritma Backtracking pada Permasalahan Multiple Constraints Knapsack 0-1,” 2015.
R. H. Kiswanto, “Spesifikasi Komputer Rakitan Berdasarkan Kebutuhan dan Anggaran Menggunakan Algoritma Backtracking,” Jurnal Eksplora Informatika, vol. 10, no. 1, pp. 1–12, 2020.
A. Yusuf and H. Hendra, “Penyelesaian Puzzle Sudoku Menggunakan Algoritma Brute Force dan Backtracking,” Techno Nusa Mandiri, vol. 10, no. 2, pp. 203–208, 2013.
T. Saputra and Y. A. B. Raharjo, “Permainan Strategi Battleship Menggunakan Backtracking Dan Depth First Search,” in ENTER, 2019, pp. 365–378.
F. A. Jellyanto, I. Kuswardayan, and N. Suciati, “Rancang Bangun Pembangkit World Dinamis menggunakan Algoritma Recursive Backtracking pada Game 2D Platformer" Mine Meander",” Jurnal Teknik ITS, vol. 5, no. 2, pp. A591–A595, 2016.
R. D. I. Sari, “Analisis Penyelesaian Puzzle Sudoku Dengan Menerapkan Algoritma Backtracking,” Jurnal Ilmiah Teknologi dan Informasi Asia, vol. 2, no. 2, pp. 1–18, 2008.
T. Teneng, J. Purwadi, and E. Kurniawan, “Penerapan Algoritma Backtracking Pada Permainan Math Maze,” Jurnal Informatika, vol. 6, no. 2, 2011.
B. Fahrudin, “Penerapan algoritma Backtracking pada Permainan capsa banting,” JURIKOM (Jurnal Riset Komputer), vol. 3, no. 6, 2016.
R. A. Krisdiawan, R. Ramdoni, and A. Permana, “Rancang Bangun Game Treasure Of Labyrinth Dengan Algoritma Backtracking Berbasis Android,” Nuansa Informatika, vol. 14, no. 1, pp. 46–55, 2020.
O. Ak and B. Kutlu, “Comparing 2D and 3D game‐based learning environments in terms of learning gains and student perceptions,” British Journal of Educational Technology, vol. 48, no. 1, pp. 129–144, 2017.
Y. Bouzid, M. A. Khenissi, F. Essalmi, and M. Jemni, “Using educational games for sign language learning-a signwriting learning game: Case study,” J Educ Techno Soc, vol. 19, no. 1, pp. 129–141, 2016.
R. A. Krisdiawan, “Penerapan Model Pengembangan Gamegdlc (Game Development Life Cycle) Dalam Membangun Game Platform Berbasis Mobile,” Teknokom, vol. 2, no. 1, pp. 31–40, 2019.
R. B. Sirait, “Perancangan Aplikasi Game Labirin Dengan Menggunakan Algoritma Backtracking,” Volume: V, Nomor, vol. 2, 2013.
R. A. Krisdiawan, “Penerapan Model Pengembangan Gamegdlc (Game Development Life Cycle) Dalam Membangun Game Platform Berbasis Mobile,” Teknokom, vol. 2, no. 1, pp. 31–40, 2019.
Copyright (c) 2023 Yulyanto, Tito Sugiharto, Fikri Maudia Arsyad

This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under Creative Commons Attribution 4.0 International License that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (Refer to The Effect of Open Access).


.png)
.png)


