Implementasi Algoritma Jump Point Search Pada Game Prince Of Walangsungsang

Rio Andriyat Krisdiawan, Heru Budianto, fitra imaniar

Abstract


The development of the gaming industry has provided an opportunity to combine entertainment with education. In this context, this study aims to implement the Jump Point Search (JPS) algorithm in the game "Prince of Walangsungsang" to provide a more interesting playing experience and introduce players to the history of Prince Walangsungsang journey. This study focuses on the action role-playing game (RPG) genre that combines game elements with historical stories. In making games, the development method used is the Game Development Life Cycle (GDLC) to ensure structured and efficient development steps. The JPS algorithm is implemented as an artificial intelligence (AI) agent on non-player characters (NPC) in games. By implementing the JPS algorithm, in-game NPCs can optimize their movements in a complex game environment, speed up finding the shortest path, and avoid unnecessary routes, as well as avoid dynamic obstacles. Games "Prince of Walangsungsang" provide a more realistic and challenging gaming experience for players, as well as introduce historical aspects through interactions with NPCs. The results of the study show that the implementation of the JPS algorithm in the game "Prince of Walangsungsang" improves the efficiency and intelligence of NPCs, so that players can experience a more dynamic and interesting playing experience. In addition, game-based introduction to the history of Prince Walangsungsang also gives players the opportunity to learn about and appreciate the cultural heritage associated with this historical figure.


Keywords


Action RPG Game, Prince Walangsungsang History, Jump Point Search Algorithm

References


K. Pendidikan, D. Kebudayaan, and S. Jenderal, KOTA CIREBON PROVINSI JAWA BARAT.

B. B. Kertawibowo, Dinasti Raja Petapa I: Pangeran Cakrabuana: Sang Perintis Kerajaan Cirebon. Bandung: Kiblat Buku Utama, 2007.

A. N. Barindra, S. Supriyadi, T. Sugiharto, and R. K. Andriyat, “RANCANG BANGUN PERMAINAN OTHELLO MENGGUNAKAN ALGORITMA MINIMAX.â€

Morris, D., & Rollings, A. (2004). Game architecture and design: Learn the best practices for game design and programming. New Riders.

E. Z. Katie Salen Tekinbas, Rules of Play: Game Design Fundamentals. Massachusetts London, England: The MIT Press Cambridge., 2003.

F. Marzian and M. Qamal, “GAME RPG ‘THE ROYAL SWORD’ BERBASIS DESKTOP DENGAN MENGGUNAKAN METODE FINITE STATE MACHINE (FSM).â€

N. Alamsyah and R. A. Krisdiawan, “PEMBANGUNAN APLIKASI SEBAGAI MEDIA PEMBELAJARAN BANGUN RUANG TINGKAT SD/SMP DENGAN MENGGUNAKAN METODE MARKER AUGMENTED REALITY,†vol. 15, no. 1, p. 45513, [Online]. Available: https://journal.uniku.ac.id/index.php/ilkom

A. H. SUTOPO, Pengembangan Educational Game. 2020. Accessed: Jun. 01, 2023. [Online]. Available: https://books.google.co.id/books?hl=id&lr=&id=uN1SEAAAQBAJ&oi=fnd&pg=PR5&dq=RPG+(Role-Play+Game),+RTS+(Real-Time+Strategy),+atau+FPS+(First-Person+Shooter)+yang+saat+ini+populer+dimainkan+orang-orang&ots=y1M5vekSfP&sig=tpQ9Z-1x8PMT48IRceYWrrfg_5k&redir_esc=y#v=onepage&q&f=false

R. A. Krisdiawan, A. Permana, E. Darmawan, F. Nugraha, and A. Kriswandiyanto, “Implementation Dijkstra’s Algorithm for Non-Players Characters in the Game Dark Lumber,†in Journal of Physics: Conference Series, 2021. doi: 10.1088/1742-6596/1933/1/012006.

A. Y. Moh. A. Yulia Windi Astuti, “PERILAKU NON PLAYER CHARACTER (NPC) PADA GAME FPS ‘ZOMBIE COLONIAL WARS’ MENGGUNAKAN FINITE STATE MACHINE (FSM),†KURAWAL Jurnal Teknologi, Informasi dan Industri, vol. 2, no. 1, pp. 53–63, 2019.

I. RAMADHAN, “Implementasi Algoritma Jump Point Search Pada NPC Musuh Untuk Mengejar Pemain Dalam Game Labirin,†Universitas Komputer Indonesia, Bandung, 2017.

I. Ramadhan, “IMPLEMENTASI ALGORITMA JUMP POINT SEARCH PADA NPC MUSUH UNTUK MENGEJAR PEMAIN DALAM GAME LABIRIN.â€

D. Harabor and A. Grastien, “The JPS Pathfinding System.†[Online]. Available: www.aaai.org

“There are several A* variant algorithms such as Iterative Deepening A* (IDA*) algorithm, Partial Expansion A* (PEA*), and Jump Pointâ€.

R. A. Krisdiawan, “Implementasi Model Pengembangan Sistem Gdlc Dan Algoritma Linear Congruential Generator Pada Game Puzzle,†2018, [Online]. Available: https://journal.uniku.ac.id/index.php/ilkom/article/view/1634

R. A. Krisdiawan, A. Fitriani, and H. Budianto, “Penerapan Algoritma Recursive Backtracking Sebagai Maze Generator Pada Game Labirin Aksara Sunda,†Media Jurnal Informatika, vol. 14, no. 1, p. 31, Jun. 2022, doi: 10.35194/mji.v14i1.2326.




DOI: https://doi.org/10.35194/mji.v15i1.3191

Refbacks

  • There are currently no refbacks.


Copyright (c) 2023 Media Jurnal Informatika

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

This Journal is licensed under a Attribution-NonCommercial-ShareAlike 4.0 License.

©All rights reserved 2017. Media Jurnal Informatika ISSN: 2477-2542 (online); 2088-2114 (cetak).


Gedung Fakultas Teknik UNSUR Jl. Pasir Gede Raya, Cianjur, Jawa Barat 43216| Telp./Fax. (0263) 283578 |E-mail: mji@unsur.ac.id; info@ft.unsur.ac.id


Media Jurnal Informatika Indexed By:

sinta-logogarudagooglecrossref