分析视觉金的小说传奇多巴湖鲤鱼

Holong Marisi Simalango
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引用次数: 0

摘要

童话更容易记在脑子里,因为它们似乎牢牢地记录在人类的记忆中。童话故事似乎是为孩子们保留的,由全职在家的父母或祖父母照顾。童话故事,如传说,仍然是所有年龄的娱乐,但应用于视觉媒体,例如,多巴湖金鱼的传说。随着小工具技术的进步,视觉媒体的规格越来越多。将传奇童话的视觉媒介制作应用于视觉小说。本研究旨在分析多巴湖金鱼传说视觉小说游戏中任务准备阶段需求的可行性。本研究仍处于可行性研究阶段基础上的需求分析阶段,称为Quest Preparation,将进入开发阶段。需求分析的结果决定了它有一个原创的故事情节或一个快乐的结局。分析的最终结果是,它找到了功能需求、故事线、边界、时间表和团队的适用性。游戏的开发阶段使用了工具,即Buildbox和基于Firebase的数据库管理系统。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Analisis Kebutuhan Gim Visual Novel Legenda Ikan Mas Danau Toba
Fairy tales are easier on the mind because they seem to be recorded firmly in human memory. Fairy tales seem reserved for children and are cared for by parents or grandparents with full time at home. Fairy tales such as legends are still entertaining for all ages but are applied with visual media, for example, the Legend of Lake Toba Goldfish. Visual media connected with the advancement of gadget technology is increasing in specifications. Making visual media for legendary fairy tales is applied to Visual Novels. This research aims to analyze the feasibility of the needs of the Lake Toba Goldfish Legend Visual Novel Game with the Quest Preparation stage. This research is still in the needs analysis step based on the Feasibility Study stage, named Quest Preparation, which will enter the development stage. The needs analysis results determined that it has an original storyline or a happy ending. The final result of the analysis is that it has found suitability in functional requirements, storylines, boundaries, schedules, and teams. The game's development stage uses tools, namely Buildbox and a database management system with Firebase.
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