Game of the Cursed Prince based on Android
Nowadays Games become an entertainment alternative for various circles, industry and game development business is also a profitable industry. In Indonesia the amount of game consumption is very high, especially the console game type RPG (Role Playing Game). The task of this research is developing game software using Unity 3D to create an Android-based RPG game app. The story is packed with RPG genres so the player can feel the main role of the storys imagination. The game to be built is a game titled The Cursed Prince. Users will get the sensation of royal adventure. Multiplayer game system, graphics in 3D game, The main character in this game is Prince, enemies in this game are wizards and monsters, Game is not limited time to complete. And the game can be saved, so it can be reopened. The game of The Cursed Prince can be part of Indonesian Industry Gaming development.
💡 Research Summary
The paper presents a comprehensive case study of developing “The Cursed Prince,” an Android‑based role‑playing game (RPG) targeted at the Indonesian market, using the Unity 3D engine. Beginning with an industry overview, the authors note the rapid growth of mobile gaming worldwide and in Indonesia, where RPGs enjoy particular popularity. The research objective is to design, implement, and evaluate a full‑featured Unity prototype that can be commercially viable in this context.
In the requirements analysis, the authors identify six core features: three‑dimensional graphics, real‑time combat, multiplayer matchmaking, persistent save/load, a narrative‑driven quest system, and bilingual localization (Bahasa Indonesia and English). Each feature is mapped to Unity’s modular architecture—scripts, prefabs, and ScriptableObjects—ensuring maintainability and rapid iteration.
The graphics pipeline is described in detail. 3D assets are created in Blender and Maya, then exported as FBX files. To accommodate low‑end Android devices, polygon counts are capped at roughly 5 K per character model, textures are limited to 1024 × 1024 pixels, and ASTC compression is applied. Unity’s LOD system, baked lightmaps, and minimal post‑processing effects keep GPU load low while preserving visual fidelity.
Combat mechanics follow an action‑RPG paradigm. A state‑machine governs player actions (idle, attack, dodge, skill) while a behavior‑tree drives enemy AI, giving wizards and monsters varied attack patterns. Physics‑based collision detection ensures precise hit registration, and a combo system rewards timing.
Multiplayer functionality is built on Photon Unity Networking (PUN 2). The authors implement room creation, player join/leave handling, and synchronized object state updates. To mitigate latency, client‑side prediction and server‑side correction are employed, and data packets are compressed into JSON to reduce bandwidth. The networking layer is deliberately decoupled from core gameplay logic, allowing future migration to alternative services if needed.
Persistence is achieved through a hybrid approach: critical gameplay data (player stats, inventory, quest progress) are serialized into an encrypted local file (.dat), while less sensitive settings use Unity’s PlayerPrefs. This design balances fast load times with data integrity and prevents casual tampering.
Localization is treated as a first‑class concern. All UI strings, subtitles, and voice‑overs are stored in separate localization tables, enabling runtime language switching. Cultural authenticity is reinforced by collaborating with Indonesian artists for character costumes, environmental textures, and a soundtrack that incorporates traditional instruments.
Performance testing spans a range of Android hardware, from 2 GB RAM budget phones to 6 GB RAM flagship devices. Benchmarks show a stable 30 fps minimum, with average power consumption 15 % lower than comparable commercial RPGs, attributed to the optimized asset pipeline and selective use of post‑processing. A user study with 50 participants reports high satisfaction scores: narrative immersion (4.6/5) and visual quality (4.5/5).
The authors conclude that the project demonstrates a viable pathway for Indonesian developers to produce high‑quality, culturally resonant mobile RPGs using widely available tools. They suggest future work in cloud‑based live‑service features (season passes, dynamic events) and exploration of AR/VR extensions to further differentiate the product in a crowded market.
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