Teknika (Jun 2024)

The Implementation of A* Algorithm for Developing Non-Player Characteristics of Enemy in A Video Game Adopted from Javanese Folklore "Golden Orange"

  • Subari,
  • Nira Radita,
  • Bimo Prakoso

DOI
https://doi.org/10.34148/teknika.v13i2.799
Journal volume & issue
Vol. 13, no. 2
pp. 164 – 174

Abstract

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Video games are a means of entertainment for everyone, from children to adults. The genre of games now is also very diverse, ranging from adventure, puzzles to storytelling, and even many folk stories have been made into video games by several developers in Indonesia. Starting from folk tales with horror themes such as kuntilanak, legends such as cucumber mas, to folk tales that rarely sound like golden oranges. The folklore video game of buah jeruk emas is a video game that tells of a king who gets a whisper from the gods to get golden oranges. The king then held a competition to get the golden orange fruit. The player must be able to take the golden orange fruit from the enemy in the form of a Non Playable Character (NPC) who will chase the player. In making NPCs, algorithms are used to help play video games. Therefore, the author wants to apply the A * algorithm in the game of golden oranges so that npc can catch up to players according to the planned system. The main method used is A * and then the addition of the FSM method for other methods. The golden orange fruit is a video game using the A * algorithm and the FSM method after testing it can be concluded that it is enough to make the game run. With the results according to the planned system.

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