Developing The Game Design Document For
Developing The Game Design Document For
Based on the figure above, we can see a list of locations 2. Gameplay, Game Progression
that can be played. The first location is at home.If a gamer The first time a gamer start this game, it will be in an area
completes one location and get a star as a sign of having in a park, with a selection of the difficulty level such as a bit
completed the mission, this gamer can move to another dirty (“agak kotor”), dirty (“kotor”), and extremely dirty
location. (“sangat kotor”). After successfully completing the mission
B. Gameplay and Mechanic in one map location, the gamer will be allowed to choose
another map location. Therefore, the next map location will
1. Character open only if the gamer has successfully completer the
There is a variety of characters in this game that can be mission in the previous location. Each level has its own
played, each with their own strengths and different physical highest score.
appearance. There are some characters that must be
purchased in advance using a number of points which a 3. Mission Chalange
gamer collects and there are also characters that can be Mission challenges or challenges in each mission that
played directly or default game characters. To see all the every gamer has to pass are usually similar depending on
characters of this game, look at the figure below. the level chosen by the gamer. Despite different locations,
challenges that a gamer receives to complete each level tend
to be similar. However, differences in the location will
definitely have a direct impact for the gamer to complete
each challenge. Here are the details of the challenges that a
gamer have to complete at each location based on the
selected level.
a. A Bit Dirty “agak kotor”. The game lasts for 3
minutes
with a target score by 100 and a little amount of waste.
This level is not too complex.
FIGURE 2. LIST OF CHARACTERS
b. Dirty “kotor”. The game lasts for 2 minutes with a
In the initial version of this game, we have made a total of target score by 200 and more waste that is more
eight characters with 5 playable characters and 3 NPC. complex (more varied) and Jono, which is AI’s enemy,
There are 3 NPC in this game : is going to litter twice in this level
c. Extremely Dirty “sangat kotor”. The game lasts
a. Mama Tuti. A mother who always tell his son or
minute, with a target score of 200 and more waste that
daughter to always clean up his or her room house.
is more complex (more varied) and Jono, which is AI’s
b. Jono. A naughty boy character who always littering.
enemy, is going to litter twice in this level
Indirectly the enemy AI for player.
c. Miss Ayu. Character that directs the player through 4. Playflow
the in-game tutorial. It describes the flow of the game for gamers or we can
The specification for playable character described in also say it as some sort of the game tutorial. Here is the
Table 3. Details and specifications of the five playable display of this game tutorial.
characters can be seen in the following table.
TABLE 3
LIST OF PLAYABLE CHARACTER
NO NAME ABILITY PHYSIC
1 Adit Speed : 35% Height : 90cm
Skin : Light Brown
Face : Round
Accessories : Blue Hat
2 Didi Speed : 50% Height : 100cm
Skin : Light Brown
Face : Round
Accessories : Red Hat FIGURE 3. PLAYFLOW
3 Angga Speed : 60% Height : 90cm
Skin : Light Brown Gamers starts with selecting the only location that have
Face : Oval been unlocked, to unlock another game location, gameres
4 Rara Speed : 70% Height : 110cm are required to complete the mission on the first playable
Skin : Black
Face : Round location and so on to unlock another location.
Accessories : Hand Bag After clicking the play button, then the timer will
5 Tina Speed : 80% Height : 90cm automatically run. At first, there is a tutorial directing
Skin : Light Brown gamers to pick up waste and put it in a dustbin as shown in
Face : Round
Accessories : Blue Backpack the figure below.
International Conference on Computer System 2014
5. Mechanic Game
Mechanic game is a set of rules set for the game related
to interactions between the gamer and the game. This FIGURE 9. PLAY SCREEN
mechanic game requires gamers to follow the rules of the
game to be able to interact with the game. When gamers select the game location, the difficulty
The first time a gamer begins the game, a screen level of the game will be by default will in a normal
containing the title of the game with a background of art position. After that, gamers will be directed to a screen of
environment game will appear (the game is loading) or the chosen location and the start menu will appear to begin
which can be called the splash screen. the game. After clicking the start button, time will run and
gamers must choose the waste and put it into the dustbin.
Once the start button is clicked, the waste is strewn around
the location that gamers have selected. The amount of the
waste will depend on the difficulty level chosen by gamers
(read the mission/ challenge and structure). The time scale
of this game is adjusted to the actual state, i.e. 1 minute =
60 seconds.
In the early stages of the game, AI will teach gamers
(tutorial) how to take out the waste and put it in the right
dustbin. When the game starts, music will play to entertain
FIGURE 4. SPLASH SCREEN gamers so thet they do not get bored. The waste is drageble.
By the time the cursor leads to the waste, a small cloud
Once the game loading completes, appear game menus
containing three types of dustbin will appear.
(play, setting, help, exit).
There are two ways to put the waste into one of the
dustbin, by dragging the waste into the dustbin in the cloud
or by clicking on the waste and then clicking the dustbin.
Each time the waste has been put into the dustbin, gamers
can hear a typical sound indicating that the waste has been
put into the right dustbin, (the of people clapping their
hands) and vice versa, if the waste has been put into the
wrong dustbin, a typical sound indicating that the waste has
been put into the wrong dustbin will also be made that is not
similar to the sound made when the waste is put into the
right dustbin (the sound of the cartoon). Time information is
FIGURE 5. GAME MENU
in the right position at the bottom, in the left at the bottom
there are 3 types of dustbins to collect each point; to the
If gamers click the “setelan” button, they then will be right of the dustbins, the total score can be found, which
able to set the audioand the screen. Here are the displays for collect the points earned in the three dustbin.
the audiosetting and the screen setting.
In this menu, gamers can set the background music and
the audio effect. They can click the setting button to check
or uncheck the background music “music latar” or the
sound effect “suara efek”.
In graphic menu, gamers can choose the quality of the
screen that they wish to use in this game. They can click the
setting button to check or uncheck to select either the high
quality “kualitas tinggi” or the low quality “kualitas rendah”
for the game screen
If gamers click the scoreboard button, the the scoreboard
will appear to see who has obtained the highest score. FIGURE 10. GAME PLAY
By the time the play button is clicked, the play screen
will appear. Gamers can choose the location, replace the
characters, continue to play and see the scoreboard.
International Conference on Computer System 2014
D.Level
1. Level Design
At this stage of level design, we make the design of each
level of this game, i.e. the physical description of each level
and specification of each difficulty level of each level of
FIGURE 11. CHANGE CHARACTER difficulty. The physical description of each level can be
seen in the table below.
At a normal level of difficulty “kotor” and a hard level of
difficulty “sangat kotor”, gamers will have to deal with a TABEL 4 PHYSICAL DESCRIPTION OF LOCATION LEVEL
stubborn boy named Jono who keeps littering anywhere, NO TYPE LOCATION PHYSICAL DESCRIPTION
this child’s intensity in littering at the normal level of 1 “Taman” / Garden There are trees, garden lighting,
green grass and stone walkways
difficulty is different from this at the hard level of difficulty.
2 “Rumah” / House There are dining table, kitchen,
At the hard level of difficulty, this stubborn kid litter more bathroom, living room bedroom and
often while at the normal level of difficulty, he only litters a family room
few times. 3 “Perumahan” / There are trees, street lights, home
Housing lawns and houses
4 “Halaman Rumah” / There are trees, flower garden and
6. Physic Home Yard fish pond
a. General Movement 5 “Gang Dalam Kota” / There are road alley, trash cans and
Not all objects can be controlled by gamers, the Alley in Town walls of the city
control can be moved using a swipe on smartphones, 6 “Gang Sekitar There are aroad alley, power poles
Rumah” / Alley and fences
tablets or other touchscreen gadgets. To move a around house
character, gamers can swipe at the control that 7 “Dekat Sungai” / There are flowing river and bridge
appears on the screen or click a coordinate on the Near River
screen and the character will move towards the 8 “Lapangan Bola” / There are field and goal
direction of the location clicked. Soccer Field
9 “Pasar” / Market There are people selling and street
b. Other Movement market
There are some other movements or a secondary
visual element in this waste-bank game, i.e. the While for specifications of each difficulty level, see
appearance of the character named Mama Tuti to the table below.
remind and advise another character to clean the
house. A character named Jono, a stubborn kid who TABEL 5 DESCRIPTION OF DIFFICULTY LEVEL
likes to litter also appears. Jono will always appear
in any locations except at home.
International Conference on Computer System 2014
Difficulty Time Target Number Complexity Enemy into a game design document in accordance with the type of
Level Score of Trash Trash AI
the game design document that has been specified in step 3. In
this paper, we have developed the game design document by
Agak Kotor 3 100 150 Sedikit - performing a hybrid using the types of game design
Minute
documents as a reference for developing the game design
Kotor 2 200 250 Sedang 2 document. The resulting hybrid of this game design document
Minute Variasi Times
that we use is resulted from a hybrid of a variety of game
Sangat 1 200 250 Banyak 2 design documents, namely high concept document, game
Kotor Minute Variasi Times
treatment document, character design document, story level
and progression document as well as game script.
E. AI (Artificial Inteligence) In this research paper, there are a couple of things that the
authors have not examined further. And, it is expected that
Artificial Intelligence (AI) as the name implies is an
other researchers investigate further the area which we have
intelligence created by people using specific algorithms that
have a special role in a game. In this game, there are 3 AI that not examined further. For examples, directly implementing
are classified according to their respective role, namely Enemy this game design document into the prototype of an
AI, Friendly Characters and Support AI. educational game named “Bank Sampah” or examining the
algorithms for the determination of the amount and types of
1. Enemy AI waste that appear randomly depending on the level of
Enemy AI in this “Bank Sampah” game is composed of 3 difficulty.
elements, namely:
a. Time. At a particular level of difficulty with a very REFERENCES
short time limit and a substantial number of challenges [1] Jessel Schell, The Art of Game Design,USA Morgan Kaufmann
will definitely be an enemy for every gamer Publisher 2008.
b. Waste. Waste which is the main object of this game is [2] Kurniawan Teguh Martono, Perancangan Game Edukasi "Fish Identify"
Dengan Menggunakan Java, Jurnal Sistem Komputer-Vol.1 No.1 2011
regulated by a specific algorithm that makes waste ISSN: 2087-4685.
random and varied depending on the level will be the [3] Andrew Rollings and Ernest Adams, Game Design: Chapter 1, What is
main enemy for gamers Game Design. New Riders 2003.
c. Jono. This kid is the enemy AI that is responsible for [4] Adams, Ernest, Fundamentals of Game Design, 2010. .ISBN
0321643372.
littering at a certain level of difficulty will be an enemy
gamers for other characters when they attempted to
collect the waste Soeheri, obtaining a Bachelor of Computer (S. Kom), Department of
Information Systems at STMIK Potensi Utama Medan, in 2010. Currently, he
is studying for his Master degree majoring in Computer (M.Kom) at the
2. Friendly Character Master Program in Informatics Engineering of STMIK AMIKOM,
There are two friendly characters in this game, namely : Yogyakarta . Currently, he works as a staff and a candidate of permanent
a. Miss Ayu. who provides a tutorial to gamers. lecturers at STMIK Potensi Utama Medan.
b. Mama Tuti. who encourages gamers to always keep
Lendy Rahmadi, obtaining a Bachelor of Computer (S. Kom), Department of
the room clean. Motivating them. Information Systems at STMIK AMIKOM, Yogyakarta, in 2010. Currently,
he is studying for his Master degree majoring in Computer (M.Kom) at the
3. Support AI Master Program in Informatics Engineering of STMIK AMIKOM,
Yogyakarta . Currently, he works as a staff and a candidate of permanent
Complexity of the waste at each level of difficulty is lecturers at AMIK Lembah Dempo Pagaralam.
different and random in nature. However, particular
waste contains a triple point that gamers possibly do not
expecet and this triple-point waste will support them to
collect more points.
III. CONCLUSION
Based on the discussion of this paper, we come to the
conclusion that develop the game design docuThe ment of the
educational game “Bank Sampah”, there are several steps to
follow. First, it requires an understanding of the scope of the
game to be develop along with a collection of ideas about the
game. Secondly, it takes an understanding of the theories
about the game design document and its types. Third,
determine the type of game design document to be develop
based on the understanding and ideas of the game and the
theories about the game design document. Fourthly, those
understanding and ideas about the game should be developed