Development of Finite State Machine Agent in Idle Breeder Game
Abstract
"Idle Breeder" merupakan sebuah game idle top down yang memberikan pengalaman berternak dengan suasana santai bagi para pemainnya. Setiap karakter hewan didesain dengan perilaku yang menyerupai hewan aslinya. Namun, penerapan game sebelumnya menghadapi berbagai masalah, terutama dalam manajemen kode program yang menyulitkan developer secara scalable dan mengakibatkan beberapa komponen tidak dapat digunakan kembali (reusable). Oleh karena itu, penelitian ini bertujuan untuk mengatasi masalah tersebut dengan mengimplementasikan Finite State Machine (FSM) sebagai solusi. Metode pengembangan yang digunakan adalah Multimedia Development Life Cycle (MDLC), sesuai dengan pengembangan fitur ini. Temuan dari penelitian ini akan memberikan contoh implementasi FSM pada game agent, membantu para pengembang game mobile memahami kapan dan bagaimana mengimplementasikan FSM secara tepat. Hasil pengujian menunjukkan beberapa kelebihan FSM seperti penggunaan script yang modular dan reusable. Pendekatan ini mengurangi redundansi dalam kode dan mempercepat proses implementasi. Selain itu, FSM juga menawarkan skalabilitas tinggi, memungkinkan pengembangan game dalam jangka waktu yang panjang dan mempermudah maintenance. Namun, dikarenakan menggunakan FSM, performa menjadi lebih berat. Oleh karena itu, penggunaan FSM akan lebih efektif ketika ingin memiliki skalabilitas tinggi dan sistem yang kompleks.
"Idle Breeder" is a top down idle game that provides players with a relaxing farming experience. Each animal character is designed with behaviors that resemble the real animal. However, previous game implementations faced various problems, especially in program code management which made it difficult for developers to be scalable and resulted in some components not being reusable. Therefore, this research aims to overcome these problems by implementing Finite State Machine (FSM) as a solution. The development method used is Multimedia Development Life Cycle (MDLC), in accordance with the development of this feature. The findings of this research will provide examples of FSM implementation in game agents, helping mobile game developers understand when and how to implement FSM appropriately. The test results show several advantages of FSM such as the use of modular and reusable scripts. This approach reduces redundancy in code and speeds up the implementation process. In addition, FSM also offers high scalability, allowing for long-term game development and easier maintenance. However, due to the use of FSM, the performance becomes slower. Therefore, using FSM is more effective when high scalability and complex systems are desired.
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DOI: https://doi.org/10.24114/cess.v8i2.47143
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CESS (Journal of Computer Engineering, System and Science)
CESS (Journal of Computer Engineering, System and Science) is licensed under a Creative Commons Attribution 4.0 International License