Abstract
Games are a means of entertainment that are in electronic media such as smartphones that are made as attractive as possible so that players get inner satisfaction. The development of the game industry is growing quite fast from mobile to desktop. There are many categories of games such as action, strategy, sports, shooter, adventure and simulation. Adventure games are one category of games where players are trained to think in order to complete the game. There are many things that need to be considered, such as visuals on maps or interactions with NPCs (NonPlayer Character), by utilizing technology now learning can be delivered through a game. The characteristics of entertaining games and interesting visual activities will make learning more attractive. Making games will of course use algorithms as features or systems in game making. The a-star algorithm is one that is widely used in making maze games. The a-star algorithm can be applied to the help of the fastest path or movement of the NPC. The purpose of the research is to make a maze educational game using the a-star algorithm as the fastest path search and NPC movement. The test results on games on seven devices got the results that they were successfully run, in CPU usage on mobile devices a minimum of 7% and a maximum of 57%. CPU usage on desktop devices is a minimum of 2% and a maximum of 33%.
Highlights
Abstract−Games are a means of entertainment that are in electronic media such as smartphones that are made as attractive as possible so that players get inner satisfaction
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Summary
Permainan atau game adalah sarana hiburan yang berada dalam media elektronik seperti smartphone yang dibuat semenarik mungkin sehingga pemain mendapat kepuasan batin [1]. Salah satu contoh permainan petualangan seperti permainan labirin, dimana pemain harus mencari jalan keluar dalam suatu lokasi agar bisa menyelesaikan permainan tersebut [6]. Permainan ini dapat menentukan jalur tercepat yang bisa digunakan dalam permainan, algoritma a-star akan mencari jalur tercepat dari titik awal ke titik akhir walaupun terdapat penghalang dalam rute tersebut [8]. Penyusunan penilitian ini, penulis mencari referensi melalui jurnal-jurnal yang membahas mengenai penerapan algoritma a-star ataupun edukasi pada dalam sebuah game, seperti penelitian yang dilakukan oleh Oktanugraha dan Nudin yang membahas tentang implementasi algoritma a-star dalam menentukan rute terpendek yang dilewati oleh NPC (NonPlayer Character) pada game Good Thief. Algoritma a-star dalam penelitian ini digunakan sebagai tombol bantuan dalam pencarian rute terpendek pada stage 1, dimana game ini memiliki 3 stage yang memiliki tingkat kesulitan yang berbeda-beda [9]. Dalam permainan tersebut pemain akan berinteraksi dengan NPC untuk bisa menyelesaikan permainannya
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