Application of the Finite State Machine Method to Determine the End of the Story Based on User Choice in Multiple Role Playing Games

Dwi Astuti, Ahmad Fauzi Anggi Ariesta Kusuma, Firdiyan Syah

Abstract


The development of games in Indonesia is fast enough to make games as part of life that is difficult to separate from the life of modern society as a means of delivering information that is more interactive, or also as an alternative means of entertainment for young people to adults. Interest in the game penetrated all circles of society. Even now there are e-sports where games are one of the most popular and promising brain sports contingents for users. Dynamic or non-monotonous game genres that can determine the end of the story according to the user's choice are interesting things to discuss. Therefore, the researcher raises the issue of how to determine the ending of a game using the finite state machine method which is applied to role playing games. The results of this study are that there are 3 chapters in which there are 27 combinations of variables from the 3 choices of items provided.

Full Text:

PDF

References


D. Tresnawati and I. Setyawan Rancang Bangun Game Bergenre Role Playing Game Cerita Rakyat Sangkuriang, Jurnal Algoritma,Vol 18. No1 pp 231-236. 2021

D. Tresnawati and I. Maulana, Perancangan Dan Pembuatan Game Edukasi Pencegahan Nyamuk Demam Berdarah Berbasis Android, J. Algoritma., vol. 14, no. 2, pp. 358–367, 2017

S. A. Pramuditya, M. S. Noto, and D. Syaefullah, Game Edukasi Rpg Matematika, Eduma Math. Educ. Learn. Teach., vol. 6, no. 1, pp. 77–84, 2017..

F. H. Saputri and D. Pratiwi, Pembuatan Game RPG ‘Roro Jonggrang’ dengan RPG Maker MV, in PROSIDING SEMINAR NASIONAL CENDEKIAWAN, 2016, pp. 1–9.

D. P. Hermawan, Efektivitas Penggunaan game edukasi berjenis puzzle, RPG dan Puzzle RPG sebagai sarana belajar matematika. Institut Teknologi Sepuluh Nopember, 2017.

N. D. Safitri and R. M. T. Adi, Pengembangan Game Edukasi Role Play Cerita Rakyat Indonesia Timun Emas Berbasis Android, J. STT STIKMA Int., vol. 8, no. 1, pp. 15–22, 2018.

R. Ramadhan and Y. Widyani, Game Development Life Cycles Guidelines, ICACSIS, pp 95-100, 2013.

Feisal Ferdian, Pengembangan FSM Untuk Memodelkan Agen Dan Pergerakan Olahraga Futsal. Bogor: Institute Pertanian Bogor, 2015

Widodo, W., and Ahmad, I. Penerapan algoritma A Star (A*) pada game petualangan labirin berbasis android. Khazanah Informatika: Jurnal Ilmu Komputer, 2018

B. A. Putro, K. A. Sari and A. Wahid. Penerpan Metode Finite State Machine pada Game “EscapeFrom Punk Hazard”. JATI (Jurnal mahasiswa Teknik Informatika) Vol.5 No.1, pp 71-78 Maret 2021.

Pratama, B., & Priandika, A. T. Sistem Informasi Location Based Service Sentra Keripik Kota Bandar Lampung Berbasis Android. Jurnal Teknologi dan Sistem Informasi, 1(1), 81–89A. 2020

Palendera, Y., & Rizkiono, S. D. Game Detektif Resimen Mahasiswa Batalyon 209 Teknokrat Gajah Lampung. Jurnal Teknoinfo, 13(1), 46–50.J. 2019.

Costikyan, Greg. Uncertainty in Games (Playful Thinking). MIT Press. 2013

S. Ricky and Y. R. Ari Peneapan Finite State Machine pada Game Role Playing. Ilmudata Vol 1 (1) pp1-12. 2021.




DOI: https://doi.org/10.29040/ijcis.v3i2.70

Article Metrics

Abstract view : 336 times
PDF - 202 times

Refbacks

  • There are currently no refbacks.


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