Sigit winarso, Joko Priono, Wilhelmus Filianto
Jurnal Indonesia Sosial Teknologi, Vol. 5, No. 8, August 2024 3163
originally just a family outfit in the palace, but now it is very popular and used by people
in a daily fashion. Currently, various new cultures are circulating due to many influences
from outside so they are increasingly liked by the public. Batik is less popular in
Indonesian society of my generation compared to various clothes with different stickers
with western and foreign styles (Ainiyah, 2018). Usually, nowadays many people only
wear batik clothes at official events or on certain days. Batik motifs are also used in crafts
such as bags, wallets, pencil cases, and others, but their popularity in Indonesia is still
inferior to modern crafts. Therefore, the necessary efforts to preserve batik culture are
needed (Astini, 2020).
It is undeniable that the advancement of game technology is happening very rapidly
because it is the most popular type of information media. Some of the game categories
include action, shooting, adventure, casual, puzzle, and mystery. In addition, games also
have many benefits and can be used to support human life. Games can have potential in
advertising, education, and cultural preservation activities other than as an entertainment
medium (Rafiq, 2020).
A puzzle is a form of game where we are required to solve various puzzles. Logic,
pattern recognition, sequence solving, and word solving are some of the types of
challenges that can test your problem-solving skills. Puzzles are a very broad category
and can be further grouped into various subcategories. For example, there are action
puzzles that test the player's speed and accuracy, or hidden object puzzles that require
careful search skills to find these objects.
After understanding all the problems that have been described earlier, the game
"Batik Room" was designed. The game uses batik motifs as part of its gameplay and
environment, creating a unique mystery puzzle-solving experience. This game aims to
introduce and appreciate the beauty of batik culture to the modern audience so that it can
continue to be preserved. This creation is titled Game Design "Room of Batik," which is
based on the background of the problem.
Research Methods
This study uses the Game Development Life Cycle (GDLC) methodology as a
framework to develop and implement the Room of Batik game on the Android platform.
GDLC is an approach that involves a series of systematic phases of designing, developing,
and testing a game until it is released.
The stages followed in this study are:
1. Concept
At this stage, the basic idea of the Room of Batik game was developed. The concept
of the game, including the storyline, characters, and mechanics of the game, was
developed through discussions with the development team and was based on relevant
literature regarding educational games and batik culture. The study also analyzes user
needs through surveys and interviews to understand the preferences and expectations of
target users.
2. Pre-production