Combining the Cellular Automata and Marching Square to Generate Maps

As computer technology advances, one of the entertainment media that has emerged is video games. The development of a video game is becoming more expensive and labor-intensive as technology itself continues to grow. One of the characteristics of a game as an entertainment medium is its replay value,...

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Bibliographic Details
Published inJurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) (Online) Vol. 9; no. 2; pp. 416 - 424
Main Authors Viore, Istiono, Wirawan
Format Journal Article
LanguageEnglish
Published Ikatan Ahli Informatika Indonesia 01.04.2025
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Summary:As computer technology advances, one of the entertainment media that has emerged is video games. The development of a video game is becoming more expensive and labor-intensive as technology itself continues to grow. One of the characteristics of a game as an entertainment medium is its replay value, which refers to the fact that the subject matter can be played more than once. Automating content through the use of procedural content generation is done with the goal of lowering expenses and reducing the amount of labour that is required. This research has two goals: designing and developing a Maze Game using the Procedural Content Generation method with the Cellular Automata and Marching Square algorithms, and determining the level of player satisfaction with the games developed using the Game User Experience Satisfaction Scale (GUESS) method. This research will utilize Cellular Automata and the Marching Square algorithm as a method for generating 3D game shapes through Procedural Content Generation. After the game has been developed, it will be performed by players, and the Game User Experience Satisfaction Scale will be used to measure the user experience. The result for overall satisfaction, based on the responses of 25 respondents, is 83.14%. Cellular Automata was effectively implemented to generate the map, while Marching Square was used to generate the 3D mesh, albeit with isolated rooms and graphical errors.
ISSN:2580-0760
2580-0760
DOI:10.29207/resti.v9i2.6241