Historical Game of Majapahit Kingdom based on Tactical Role-playing
Game
Mohammad Fadly Syahputra, Muhammad Kurniawan Widhianto and Romi Fadillah Rahmat
Department Information Technology, Faculty of Computer Science and Information Technology,
University of Sumatera Utara, Medan, Indonesia
Keywords:
Cut-out Animation, History, Majapahit, Role-playing Game, Tactical Role-playing Game, Turn based
Strategy, Video Game.
Abstract:
Majapahit was a kingdom centered in East Java, which once stood around year 1293 to 1500 C. Majapahit
kingdom was the last Hindu-Buddhist kingdom that controlled Nusantara and is regarded as one of the greatest
kingdom in Indonesia. The lack of modern entertainment content about the history of Majapahit kingdom
made historical subject become less attractive. Therefore, we need a modern entertainment as one option to
learn about the fascinating history of the kingdom of Majapahit. In this study the authors designed a video
game about history of Majapahit kingdom with the genre of tactical role-playing game. Tactical role-playing
game is a sub genre of role playing game by using system of turn-based strategy in every battle. In tactical
role-playing game, players will take turns with the opponent and can only take action in their turn and each
character will have an attribute and level as in role-playing game video game. This study used the A* algorithm
to determine the movement direction of the unit and cut-out techniques in the making of animation. This study
demonstrated that video games can be used as a media to learn about history.
1 INTRODUCTION
Majapahit was a kingdom centered in East Java,
which once stood around year 1293 to 1500 C. Ma-
japahit kingdom was the last Hindu-Buddhist king-
dom that controlled Nusantara and is regarded as one
of the greatest kingdom in Indonesia. According to
the Negarakertagama book Majapahit powers lied in
Java, Sumatra, Malay Peninsuila, Kalimantan, and
east Indonesia, though the territory is still debated by
historians. The history of Majapahit has been learned
in school and can be easily found in the elementary
and junior high textbook.
These days, teens and youth are more familiar
with foreign legends and histories. Film such as Dis-
ney’s Hercules, Samurai Jack, Clash of the Titans, and
video games such as God of War and Age of Mythol-
ogy introduce legends, history and foreign content
into a global content that attract teenagers to play.
This could be happened because the content packag-
ing is considered as modern, attractive and appropri-
ate for the target age (Sukarno and Setiawan, 2014).
Game is one of the many ways for someone to
look for entertainment, because it has a high attrac-
tion, fun and almost everyone likes game. Game is not
only used as an entertainment, but also can be used as
a story telling, and sometimes game also can be mixed
with educational elements to train someone.
Along with the development of technology, game
also change. The traditional games that once played
directly now has been turned into modern games.
These modern games are generally in digital form, or
known as Video Game.
Video game has a lot of genres, one of the genre
is tactical role-playing game. Tactical role-playing
game is a sub genre of role-playing game by using
system of turn-based strategy in every battle. In this
study the authors designed a video game about history
of Majapahit kingdom with the genre of tactical role-
playing game. Section II will describe the problem
identification in this study. Section III will describe
some previous studies that have been done to make
a video game. Section IV will describe the proposed
method. The results of the study are discussed in Sec-
tion V. Section VI contains summary of the research,
and also the suggestions for any future research.
Syahputra M., Widhianto M. and Rahmat R.
Historical Game of Majapahit Kingdom based on Tactical Role-playing Game.
DOI: 10.5220/0006283303270332
In Proceedings of the 12th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2017), pages 327-332
ISBN: 978-989-758-224-0
Copyright
c
2017 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
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