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Engineering Animation

Vol. 37 No. 12 (2022): Proceedings of Faculty of Technical Sciences

IMPLEMENTATION OF THE A* MOTION TRACKING OF THE PLAYER BY THE ENEMIES ON AN EXAMPLE OF A ROGUELIKE 2D VIDEO GAME

  • Nikola Milinković
DOI:
https://doi.org/10.24867/20SA02Milinkovic
Submitted
December 8, 2022
Published
2022-12-08

Abstract

The task of this work is to develop a 2D roguelike computer game, where the basic characteristics of the genre were initially explored, and then the graphic style of the video game was defined. The development and functioning of the A* algorithm for motion tracking through various media and examples was explained, after which the same algorithm was implemented in the previously mentioned video game. The problems characteristic for this implementation format are presented and the methodology for solving those same problems and tips for avoiding them are defined. As a result, an absolutely functional video game corresponding to the chosen style with flawless A* motion tracking algorithm was obtained.

References

[1] Berlinsko tumačenje roguelike žanra: https://web.archive.org/web/20150920054535/http://www.gamesetwatch.com/2009/12/column_play_the_berlin_interpr.php (datum pristupa 20.08.2022)
[2] A* Search Algorithm: http://theory.stanford.edu/~amitp/GameProgramming/AStarComparison.html (datum pristupa: 30.08.2022)
[3] Games with big budgets: https://www.thegamer.com/most-expensive-games-ever-made/ (datum pristupa 20.08.2022)
[4] Roguelike genre: https://happymag.tv/best-roguelike-games/ (datum pristupa 20.08.2022)