IMPLEMENTATION OF FINITE STATE MACHINE (FSM) AND PATHFINDING METHOD IN 2D GAMES

  • Betty Dewi Puspasari Computer Science and Information Engineering, National Dong Hwa University Taiwan
  • M. Sofian Attasauri Informatics Engineering, National Institute of Technology Malang
  • Agung Panji Sasmito Informatics Engineering, National Institute of Technology Malang
  • Ahmad Fahrudi Setiawan Informatics Engineering, National Institute of Technology Malang

Abstract

History is very important for everyone and society because it plays a vital role in people's lives, especially for high school students. A survey of 20 students found that all students knew about the hero Pattimura, while 40% knew less about Pattimura, and 95% wanted to learn about the values ​​​​of Pattimura's struggle, and there were 5 students who did not know. Based on this problem, the idea arose to create an Android-based 2D game called "Pattimura's Struggle". The purpose of this game is to tell the story of the Pattimura heroes who fought the invaders and their heroic actions. This game is an educational game by telling a Pattimura Struggle, namely a captain who fought the Dutch army. FSM is used to manage the state and transition of NPC behavior, while A Star is used to find the best path to reach the goal to the player. Based on the results of functional testing, a 100% success rate was obtained. The FSM and Pathfinding A Star method tests showed 100% results, and tests on 20 players showed that 89% of players stated that in this game the Pattimura struggle was clearly conveyed to the player and 11% experienced obstacles. Overall, most players said that the game "Pattimura's Struggle" functioned effectively and the historical education in the game was conveyed.

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Published
2025-10-13