Implementasi Ai Menggunakan Library A* Pathfinding Project Oleh Aron Granberg Dan Tingkat Keberanian Lawan Pada Game Platformer Ashes Of Resurgence

Azif, Fais Zharfan (2016) Implementasi Ai Menggunakan Library A* Pathfinding Project Oleh Aron Granberg Dan Tingkat Keberanian Lawan Pada Game Platformer Ashes Of Resurgence. Undergraduate thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Semakin berkembangnya zaman, game semakin dapat
diterima oleh berbagai kalangan. Tua maupun muda, semua tidak
asing dengan game. Berbagai jenis game pun dapat ditemukan di
era global ini, dari game edukasi yang ditujukan untuk anak
balita hingga game khusus untuk orang dewasa. Genre game
yang dapat dimainkan pun semakin bervariasi, seperti firstperson
shooter, open world, hingga MMORPG.
Dari sekian banyak game yang tersedia, beberapa genre
game yang dulunya berjaya di era 90an mulai tergeser dengan
game modern, salah satunya adalah game bergenre platformer.
Walaupun beberapa game platformer seperti super mario masih
dapat bertahan hingga saat ini, kebanyakan game platformer
kurang memiliki inovasi terutama di bidang artificial intelligence
(AI). Pemain selalu ingin tantangan lebih jika bermain game, dan
tanpa AI, pemain dapat menang dengan mudah dan pada
akhirnya pemain tidak merasa tertantang dan bosan.
Untuk itu, dalam Tugas Akhir ini, dibangun sebuah game
bergenre platformer dengan menggunakan AI. AI
diimplementasikan dengan menggunakan library A* pathfinding
project yang dibuat oleh Aron Granberg untuk penerapan tingkat keberanian lawan. Game dibangun dengan menggunakan Unity dan dapat dijalankan pada desktop dengan sistem operasi
windows atau perangkat mobile dengan sistem operasi android.
Tujuan dari pembuatan game ini adalah untuk menerapkan AI
pada musuh sehingga musuh akan memiliki perilaku yang
disesuaikan dengan tingkat keberanian
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As the global age continues, video game is more accepted
by many. Old and young are all used to gaming. Even various
kinds of games can be found nowadays, ranging from educational
games aimed at young children to games specifically designed for
adults. The genre of games that can be played are also
increasingly varied, such as first-person shooter, open world,
MMORPG, and many more.
Among the many games available, several genre of games
that were once triumphed in the 90s era began to be replaced
with modern games, one of which is the platformer genre.
Although several platformer games such as Super Mario can still
survive until today, most platformer games lack of innovation,
especially in the field of artificial intelligence (AI). Yet, players
always want more challenge when playing games, and without AI,
players can win easily and therefore the players will quickly feel
less challenged and eventually bored.
Therefore, in this final project, a platformer game using
AI is built. The implemented AI is using the A * Pathfinding
Project library by Aron Granberg nd the bravery level on
enemies. The game will be built using Unity and can be run on a
desktop with windows operating system or mobile device with the android operating system. The objective of building this game is
to apply AI to the enemy so the enemy will have a behavior
adapted to the bravery level.

Item Type: Thesis (Undergraduate)
Additional Information: RSIf 006.3 Azi i
Uncontrolled Keywords: Unity, AI, A* Pathfinding Project, Platformer, Tingkat keberanian
Subjects: Q Science > QA Mathematics > QA336 Artificial Intelligence
Divisions: Faculty of Information Technology > Informatics Engineering > 55201-(S1) Undergraduate Thesis
Depositing User: EKO BUDI RAHARJO
Date Deposited: 18 May 2020 03:50
Last Modified: 18 May 2020 03:50
URI: http://repository.its.ac.id/id/eprint/76003

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