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
327
2 PROBLEM IDENTIFICATION
Majapahit is one of the largest kingdoms in Indonesia.
History of Majapahit has been studied since elemen-
tary and junior high school, but the lack of modern
entertainment based from Majapahit kingdom made
it become less attractive. Therefore, we need a mod-
ern entertainment such as video games as one of the
options for learning about the history of Majapahit
Kingdom.
3 PREVIOUS RESEARCH
Several studies have been done to make a tactical role-
playing video game. One of them is The Making of
Video Game Tactical RPG Legend of Fantasia. In this
study, tactical role-playing game is made for PC plat-
form with some features such as choosing a profes-
sion and attributes to each character, strengthening the
weapon to improve the weapon’s status, and weapons
making (Christanto, 2014).
The Second study is The Making of Turn Based
Strategy Role-Playing Game Using Unity Game En-
gine. In this study the author made a turn based strat-
egy game using the Unity game engine (Sanjaya et al.,
2015).
The third study is Designing Illustrative Motion
Graphic About Majapahit for Teenagers. In this study
the author made a motion graphics to tell the history
of Majapahit kingdom (Sukarno and Setiawan, 2014).
4 METHODOLOGY
This study consists of several steps that begins with
collecting data about Majapahit kingdom, which will
be used as the text of the story. Next is collecting
assets that will be used in video games, the collec-
tion of assets is divided into three steps, first search
for assets in the Unity Asset Store, then the character
design, and make the animation of the characters us-
ing the cut-out technique. Next is the programming
of video games in the Game Engine, the game engine
used is Unity 3D.
4.1 Story
In Majapahit video game, the story will be made
based on the book of Kitab Sejarah Terlengkap Ma-
japahit by Teguh Panji in 2015 (Muljana, 2005) and
Menuju Puncak Kemegahan; Sejarah Kerajaan Ma-
japahit by Slamet Muljana in 2011 (Panji, 2015). The
Figure 1: General Architecture.
story begins on the rebellion of Jayakatwang to Ker-
tanegara the king of Singasari kingdom, and the fight
of Raden Wijaya in defeating Jayakatwang and form
a new empire called Majapahit.
4.2 Collecting Asset
Asset is a file that will be used in creating video game.
At this stage there is three steps which is character
design, character animation, and search on the unity
asset store. Unity asset store is an existing feature in
Unity 3D that contains a lot of assets both free and
paid.
4.2.1 Character Design
Here are the design of the main characters in Ma-
japahit video game.
1. Raden Wijaya
Raden Wijaya was the first king of the Majapahit
kingdom and a nobleman from Singasari king-
dom. He has a clever brain.
Figure 2: Raden Wijaya Illustration.
2. Jayakatwang
Jayakatwang was a descendant of Kertajaya, who
was the last king of Kediri kingdom, and was a re-
GRAPP 2017 - International Conference on Computer Graphics Theory and Applications
328
gent of Gelang Gelang. He is evil and has a clever
brain.
Figure 3: Jayakatwang Illustration.
3. Lembu Sora
Lembu Sora was the commander of Singasari
kingdom, and a loyal follower of Raden Wijaya.
He has a big body and an expert in sword play.
Figure 4: Lembu Sora Illustration.
4. Ranggalawe
Ranggalawe was the son of Arya Wiraraja and a
loyal follower of Raden Wijaya. He is brave and
dare to take a risk.
Figure 5: Ranggalawe Illustration.
4.2.2 Animation
The next step is making the character animation with
cut-out animation technique, which is cut the picture
into several pieces. All animations created by draw-
ing one by one using PaintTool SAI application and
then the images are driven by using Adobe After Ef-
fect application. For more details it can be seen in
Figure 6 and Figure 7.
4.3 Game Engine
This stage will be doing a programming system with
Unity 3D using C# language, to create the game sys-
tem. The game will be divided into several parts, such
as cut scene, battle, save and level up. The battle
part will be performed on tile, which is like the chess
(a) Background 1
(b) Background 2
(c) Picture when Background 2 and 1 is combined
Figure 6: Background Animation.
Figure 7: Character Animation.
board, where the player’s movement is not free and
limited and the player will be play alternately with
the opponent, until the battle is over. Each characters
have an action that can be performed in each turns,
the action include:
Move, for moving the unit to the selected tile
which is still inside the movement range.
Attack, for attacking the enemy unit which is still
inside the attack range.
Power Attack, for attacking the enemy with dou-
ble damage unit by sacrifice 10% of health point.
Defend, for defending and restore some health
point.
For each movement will use the A* algorithm to
determine the movement directions of the character in
order to get directions with the least movement cost.
Pseudocode for A* algorithm can be seen in Algo-
rithm 1.
Historical Game of Majapahit Kingdom based on Tactical Role-playing Game
329
initialize the open list;
initialize the closed list;
put the starting node on the open list (you can leave
its f at zero);
while the open list is not empty do
find the node with the least f on the open list, call
it ”q”;
pop q off the open list;
generate q’s 8 successors and set their parents
to q;
for each successor do
if successor is the goal, stop the search
successor.g = q.g + distance between
successor and q;
successor.h = distance from goal to
successor;
successor.f = successor.g + successor.h;
if a node with the same position as
successor is in the OPEN list
which has a lower f than successor,
skip this successor;
if a node with the same position as
successor is in the CLOSED list
which has a lower f than successor,
skip this successor;
otherwise, add the node to the open list
end
push q on the closed list
end
Algorithm 1: A* Algorithm Pseudocode (Eranki, 2002).
5 RESULTS
5.1 Main Menu Scene
Main menu scene is the first scene appeared when the
application is run. In the main menu, there will be
4 buttons such as New Game for start a new game,
Load Game for load saved game, Credits to show the
credits name and Exit to close the application. The
main menu scene can be seen in Figure 8.
Figure 8: Main Menu Scene.
5.2 Dialogue Scene
Dialogue scene is used for story telling and to show
the story dialogues. The dialogue scene can be seen
in Figure 9.
Figure 9: Dialog Scene.
5.3 How to Play Scene
How to play scene interface is used to show the rules
and how to play the game. The ow to play scene can
be seen in Figure 10.
Figure 10: How to Play Scene.
5.4 Battle Scene
Battle scene is used for the video game battle and
there will be an interface to show the attribute and
action for each units. The battle scene can be seen in
Figure 11.
Figure 11: Battle Scene.
5.5 Save Menu
Save menu will be used for saving the video game
data and can be loaded from load game in the main
menu and battle scene. The save menu can be seen in
Figure 12.
Figure 12: Save Menu.
GRAPP 2017 - International Conference on Computer Graphics Theory and Applications
330
5.6 Level Up Scene
Level up scene is used to show and increase the char-
acter’s attribute. The level up scene can be seen in
Figure 13.
Figure 13: Level Up Scene.
5.7 System Testing
System testing is done to test the components that
have been designed and implemented into the system.
This test aims to measure and determine whether any
of the components of the system are functioning prop-
erly in accordance to the design stage. The method
used to test the system is a black box method, testing
is done to test whether an interface display users can
run the game properly without seeing any coding. The
tests will be carried out in accordance with the testing
design shown in Table 1 below.
Table 1: System Testing Design.
No System Component Test Item
1 Main Menu
Button function test
2 Battle Menu Button function test
3 Level Up Menu Button function test
4 Save Menu Button function test
5 Battle Integration Battle system test
Table 2: Main Menu Test Result.
No Test
Target
Expected
Result
Test
Result
Status
1 Main
Menu
Test
Show
menu
buttons
Show
menu
buttons
Success
2 Difficulty
Test
Show
difficulty
buttons
Show
difficulty
buttons
Success
3 Load
Game
Test
Show
and load
game
from
save slot
Show
and load
game
from
save slot
Success
4 Test Re-
sult
Show
credits
scene
Show
credits
scene
Success
5 Status Exit
from ap-
plication
Exit
from ap-
plication
Success
Table 3: Battle Menu Test Result.
No Test
Target
Expected
Result
Test
Result
Status
1 Battle
Menu
Test
Show
menu
buttons
Show
menu
buttons
Success
2 Move
Button
Test
Show
moveable
tile and
move
unit to
selected
the tile
Show
moveable
tile and
move
unit to
selected
the tile
Success
3 Attack
Button
Test
Show
attack
range and
attack
selected
enemy
unit
Show
attack
range and
attack
selected
enemy
unit
Success
4 Defend
Button
Test
End unit
turn and
recover
10% unit
Health
Point
End unit
turn and
recover
10% unit
Health
Point
Success
5 End But-
ton Test
End unit
turn
End unit
turn
Success
Table 4: Level Up Menu Test Result.
No Test
Target
Expected
Result
Test
Result
Status
1 Level Up
Menu
Interface
Test
Show
menu
buttons
Show
menu
buttons
Success
2 + But-
ton Test
Increase
the se-
lected
attribute
Increase
the se-
lected
attribute
Success
3 + But-
ton Test
Decrease
the se-
lected
attribute
Decrease
the se-
lected
attribute
Success
4 > But-
ton Test
Change
to the
next
character
Change
to the
next
character
Success
5 < But-
ton Test
Change
to the
previous
character
Change
to the
previous
character
Success
6 Start But-
ton Test
Show
next
Scene
Show
next
Scene
Success
6 CONCLUSION
The conclusion obtained from study of video game
history of Majapahit kingdom based on tactical role-
Historical Game of Majapahit Kingdom based on Tactical Role-playing Game
331
Table 5: Save Menu Test Result.
No Test
Target
Expected
Result
Test
Result
Status
1 Save
Menu
Interface
Test
Show
menu
buttons
Show
menu
buttons
Success
2 Data
Storage
Test
Save data
accord-
ing the
selected
save slot
Save data
accord-
ing the
selected
save slot
Success
Table 6: Battle Integration Test Result.
No Test
Target
Expected
Result
Test
Result
Status
1 Game
Over Test
Show
Game
Over
Scene
when all
player
units is
defeated
Show
Game
Over
Scene
when all
player
units is
defeated
Success
2 Change
Turn Test
Change
player
turn with
enemy
turn
Change
player
turn with
enemy
turn
Success
3 Destroy
Unit Test
Destroy
unit
when
it has 0
Health
Point
Destroy
unit
when
it has 0
Health
Point
Success
4 Enemy
Unit Test
Enemy
unit will
search
any
nearby
player
units
Enemy
unit will
search
any
nearby
player
units
Success
5 Damage
Test
Health
point will
decrease
accord-
ing the
attacker
damage
Health
point will
decrease
accord-
ing the
attacker
damage
Success
6 Next
Scene
Test
Change
into Next
Scene
when all
enemy
unit
defeated
Change
into Next
Scene
when all
enemy
unit
defeated
Success
playing game is that this video game can be used as
an alternative to teach history. Majapahit kingdom in-
formation resources are limited and have many ver-
sions, which make the characters and the story in
video game become less optimal. Making video game
requires a long process, so it should be done in a team
to reduce the necessary time and to get an optimal re-
sult.
The further research can be developed with the in-
creased variety and skill on a character attribute and
an addition of the story so the story can be ended at
the time of the fall of the Majapahit kingdom.
REFERENCES
Christanto, A. T. (2014). Pembuatan game tactical rpg leg-
end of fantasia. CALYPTRA: Jurnal Ilmiah Maha-
siswa Universitas Surabaya, 3(1).
Eranki, R. (2002). Path finding using a*(a-star). Searching
Using A*(A-Star). MIT.
Muljana, S. (2005). Menuju puncak kemegahan: sejarah
kerajaan Majapahit. PT LKiS Pelangi Aksara.
Panji, T. (2015). Kitab Sejarah Terlengkap Majapahit. Lak-
sana.
Sanjaya, A. L., Budhi, G. S., and Liliana, L. (2015). Pem-
buatan turn based strategy role playing game menggu-
nakan unity game engine. Jurnal Infra, 3(2):pp–395.
Sukarno, I. S. and Setiawan, P. (2014). Perancangan motion
graphic ilustratif mengenai majapahit untuk pemuda-
pemudi. Visual Communication Design, 3(1).
GRAPP 2017 - International Conference on Computer Graphics Theory and Applications
332