IMPLEMENTASI PATHFINDING BERBASIS ALGORITMA A* DALAM SIMULASI PERGERAKAN NPC PADA GAME TOWER DEFENSE 2D

Abimanyu, Titos and Dahroni, Andi and Luqman, Luqman (2025) IMPLEMENTASI PATHFINDING BERBASIS ALGORITMA A* DALAM SIMULASI PERGERAKAN NPC PADA GAME TOWER DEFENSE 2D. Diploma thesis, ITPLN.

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Abstract

Indonesia merupakan negara yang rawan terhadap bencana gempa bumi, terutama di wilayah perkotaan dengan bangunan bertingkat seperti di Jakarta. Evakuasi dalam kondisi darurat seringkali terhambat oleh keterbatasan akses dan kepanikan penghuni. Untuk membantu visualisasi proses evakuasi, penelitian ini mengembangkan sebuah game simulasi berbasis Tower Defense 2D dengan penerapan algoritma A-Star (A*) sebagai sistem pathfinding. Penelitian ini menggunakan pendekatan Research and Development (R&D) yang dipadukan dengan metode Game Development Life Cycle (GDLC) dalam proses perancangannya. Game dikembangkan menggunakan Unity Engine, dan algoritma A* diimplementasikan dalam bahasa pemrograman C# untuk mengatur navigasi NPC (Non-Player Character) sebagai agen evakuasi yang bergerak menuju titik aman sambil menghindari rintangan dinamis seperti tower yang dipasang oleh pemain. Hasil pengujian menunjukkan bahwa algoritma A* mampu menghitung ulang jalur secara efisien dan menemukan lintasan optimal meskipun peta terus berubah, memberikan representasi simulasi evakuasi yang lebih realistis. Dengan demikian, sistem ini berfungsi sebagai media visualisasi untuk memahami strategi pergerakan dalam situasi bencana di lingkungan gedung bertingkat.

Indonesia is one of the countries prone to earthquake disasters, especially in urban areas with high-rise buildings such as Jakarta. Evacuation during emergencies is often hindered by limited access and the panic of building occupants. To help visualize the evacuation process, this study developed a 2D Tower Defense simulation game that applies the A-Star (A*) algorithm as a pathfinding system. This research adopts the Research and Development (R&D) approach combined with the Game Development Life Cycle (GDLC) method during its design and implementation. The game was developed using the Unity Engine, and the A* algorithm was implemented in C# programming language to control the navigation of NPCs (Non-Player Characters) acting as evacuation agents moving toward safe zones while avoiding dynamic obstacles such as towers placed by the player. The testing results show that the A* algorithm can efficiently recalculate paths and find optimal routes even as the map changes dynamically, providing a more realistic simulation of evacuation. Therefore, the system serves as a visualization tool to understand movement strategies during disaster scenarios in high-rise building environments.

Item Type: Thesis (Diploma)
Uncontrolled Keywords: Algoritma A-Star, Pathfinding, Simulasi Evakuasi, Tower Defense, Non-Player Character, GDLC. A-Star Algorithm, Pathfinding, Evacuation Simulation, Tower Defense, Non-Player Characters, GDLC.
Subjects: Skripsi
Bidang Keilmuan > Teknik Informatika
Divisions: Fakultas Telematika Energi > S1 Teknik Informatika
Depositing User: Sudarman
Date Deposited: 15 Oct 2025 04:02
Last Modified: 15 Oct 2025 04:02
URI: https://repository.itpln.ac.id/id/eprint/2340

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