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Procedural Content Generation pada Game Tower Defense menggunakan Perlin Noise dan Algoritma Floyd Warshall

Juwiantho, Hans and Liliana, and BUDIONO, MICHAEL (2023) Procedural Content Generation pada Game Tower Defense menggunakan Perlin Noise dan Algoritma Floyd Warshall. [UNSPECIFIED]

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        Abstract

        To distinguish each level, tower defense games require map design, enemy travel routes, and enemy wave designs. Manually designed designs require a lot of effort and time. To overcome this problem, procedural content generation is used to create maps automatically. Not all content can be created automatically, some of the content designed manually in this research is portal design, tower design, enemy design, and tile design. The map design is created automatically using Perlin Noise to determine the type of tiles on the map and using Floyd-Warshall algorithm to check the location of player and enemy portals whether the map meets the distance requirements. The test results show that 25 out of 100 experiment needs to be repeated. The average map creation time is only 0.99 seconds. The enemy waves on each map also vary from the number of each type and the order in which the enemies come out.

        Item Type: UNSPECIFIED
        Uncontrolled Keywords: Procedural Content Generation, Perlin Noise, Floyd Warshall Algorithm, Tower Defense
        Subjects: Q Science > QA Mathematics > QA75 Electronic computers. Computer science
        Divisions: Faculty of Industrial Technology > Informatics Engineering Department
        Depositing User: Admin
        Date Deposited: 30 Mar 2023 23:43
        Last Modified: 11 Apr 2023 14:00
        URI: https://repository.petra.ac.id/id/eprint/19983

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