Penerapan Metode Pathfinding Pada Pengembangan Game “The Book of Aksara” Pada Perangkat Bergerak

Authors

  • El Reginald Caesaro San STIKI Malang
  • Eva Handriyantini STIKI Malang

Keywords:

Javanese alphabet, game, pathfinding, RPG (role-playing game), mobile device

Abstract

Technology in this day and age has been growing from time to time until now, especially the development of game technology. In a game, one of the elements that support the reality of the game world is how the behavior of an NPC (Non-Player Character) in the game moves and moves from its original position to its destination position. To make a realistic game, of course, implement artificial intelligence or artificial intelligence on the behavior of NPCs in the game. One of the most common behaviors known to in-game NPCs is pathfinding. Pathfinding is one of the basic concepts of the algorithm used to move characters in the game. By using the pathfinding method, NPCs can move intelligently like in the real world. In the development of this game, there are 2 methods used by the author to collect data, namely, literature study and SDLC (Software Development Cycle) method. Meanwhile, to apply the pathfinding method, the author combines the FSM (Finite State Machine) method as a detection area and a chase event script as a player pursuit method. From the tests carried out 10 times, it is known that the percentage increase in the efficiency of the pathfinding method with a percentage of 8.3% on the average time of the test results in the process of pursuing enemy characters to get to the player character position.

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Published

2022-10-27

How to Cite

El Reginald Caesaro San, & Eva Handriyantini. (2022). Penerapan Metode Pathfinding Pada Pengembangan Game “The Book of Aksara” Pada Perangkat Bergerak. Prosiding SISFOTEK, 6(1), 81-85. Retrieved from http://seminar.iaii.or.id/index.php/SISFOTEK/article/view/327

Issue

Section

2. Rekayasa Sistem Informasi
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