Implementasi algoritma random walk untuk menghasilkan procedural map pada game scrollbearer

Authors

  • Yosafat Rendi Prayoga Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana
  • Sri Winarso Martyas Edi Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

DOI:

https://doi.org/10.24246/itexplore.v4i3.2025.pp352-364

Keywords:

procedural level design, Unity game development, random walk pathfinding, game map generation, Dynamic Level Design

Abstract

The rapid growth of the gaming industry demands innovation in map design to maintain dynamic and non-repetitive gameplay experiences. This study aims to implement the Random Walk algorithm to generate procedural maps for Scrollbearer, a roguelike game developed using C# in Unity. The algorithm constructs random corridors and rooms from a starting point, integrated with dead end handling and Corridor First mechanics to ensure map connectivity. The research applies a Research and Development (R&D) approach with quantitative evaluation through Likert-scale questionnaires. Test results demonstrate that procedural maps significantly enhance replayability, with 79.5% of players preferring this mode due to unique layout variations and higher challenge levels (score 4.07/5). Exploration satisfaction in the procedural mode also outperformed the static mode (score 4.34/5). These findings validate the effectiveness of the Random Walk algorithm in creating dynamic maps for roguelike games, while providing a foundation for future enhancements such as biome diversity and random events.

Downloads

Download data is not yet available.

References

J. Togelius, N. Shaker, and M. J. Nelson, “Introduction,” in Procedural Content Generation in Games, N. Shaker, J. Togelius, and M. J. Nelson, Eds., Cham: Springer International Publishing, 2016, pp. 1–15. doi: 10.1007/978-3-319-42716-4_1.

M. Hendrikx, S. Meijer, J. Velden, and A. Iosup, “Procedural Content Generation for Games: A Survey,” ACM Trans. Multimed. Comput. Commun. Appl. TOMCCAP, vol. 9, Feb. 2013, doi: 10.1145/2422956.2422957.

T. Short and T. Adams, Procedural Generation in Game Design. CRC Press, 2017.

B. Bucklew, “Algorithms and Approaches,” in Procedural Generation in Game Design, A K Peters/CRC Press, 2017.

A. Koesnaedi and W. Istiono, “Implementation Drunkard’s Walk Algorithm to Generate Random Level in Roguelike Games,” Int. J. Multidiscip. Res. Publ., vol. 5, no. 2.

J. Baron, “Procedural Dungeon Generation Analysis and Adaptation,” presented at the Conference: the SouthEast Conference, Apr. 2017, p. 171. doi: 10.1145/3077286.3077566.

T. Lacoma, “What is Unity?,” Android Police. Accessed: Mar. 05, 2025. [Online]. Available: https://www.androidpolice.com/what-is-unity/

X. Chen, M. Xu, and Y. An, “Identifying the essential nodes in network pharmacology based on multilayer network combined with random walk algorithm,” J. Biomed. Inform., vol. 114, p. 103666, Feb. 2021, doi: 10.1016/j.jbi.2020.103666.

K. Berahmand, E. Nasiri, S. Forouzandeh, and Y. Li, “A preference random walk algorithm for link prediction through mutual influence nodes in complex networks,” J. King Saud Univ. - Comput. Inf. Sci., vol. 34, no. 8, Part A, pp. 5375–5387, Sep. 2022, doi: 10.1016/j.jksuci.2021.05.006.

M. Ijai, A. Arbansyah, and S. H. Suryawan, “Penerapan Algoritma Random Walk Untuk Procedural Map Pada Game ‘The Last Hope’ 2D,” J. CoSciTech Comput. Sci. Inf. Technol., vol. 4, no. 3, Art. no. 3, 2023, doi: 10.37859/coscitech.v4i3.6420.

G. M. Muktadir, A. Jawad, I. Paranjape, J. Whitehead, and A. Shepelev, “Procedural Generation of High-Definition Road Networks for Autonomous Vehicle Testing and Traffic Simulations,” SAE Int. J. Connect. Autom. Veh., vol. 6, no. 1, pp. 99–120, May 2022, doi: 10.4271/12-06-01-0007.

T. Sentausa, “Game Roguelike Itu Apa? Ayo Ungkap Apa Arti Genre Roguelike!,” UrbanIdea ID. Accessed: Mar. 04, 2025. [Online]. Available: https://urbanidea.id/game/game-roguelike-adalah/

C. Fan, D. Li, Y. Teng, D. Fan, and G. Ding, “Exploiting Non-visible Relationship in Link Prediction Based on Asymmetric Local Random Walk,” in Neural Information Processing, D. Liu, S. Xie, Y. Li, D. Zhao, and E.-S. M. El-Alfy, Eds., Cham: Springer International Publishing, 2017, pp. 731–740.

R. Adellin, C. T. Khuan, and L. D. Gertrude, “Conceptual Framework Puzzle Game with High Replayability,” J. Phys. Conf. Ser., vol. 1228, no. 1, p. 012070, May 2019, doi: 10.1088/1742-6596/1228/1/012070.

K. Perlin, “An image synthesizer,” SIGGRAPH Comput Graph, vol. 19, no. 3, pp. 287–296, Jul. 1985, doi: 10.1145/325165.325247.

R. Likert, “A technique for the measurement of attitudes,” Arch. Psychol., vol. 22 140, pp. 55–55, 1932.

H. Boone and D. Boone, “Analyzing Likert Data,” J. Ext., vol. 50, no. 2, Apr. 2012, doi: 10.34068/joe.50.02.48.

Z. B. R. Ghani, “Apa itu NPC dan MC dalam Game? Istilah Viral di Media Sosial,” Duniaku. Accessed: Mar. 05, 2025. [Online]. Available: https://duniaku.idntimes.com/game/konsol-pc/zihan-berliana-ram-ghani/apa-itu-npc

R. Sheldon, “What is the C# object-oriented programming language? – TechTarget Definition,” WhatIs. Accessed: Mar. 05, 2025. [Online]. Available: https://www.techtarget.com/whatis/definition/C-Sharp

Downloads

Published

2025-10-26

How to Cite

Prayoga, Y. R., & Martyas Edi, S. W. (2025). Implementasi algoritma random walk untuk menghasilkan procedural map pada game scrollbearer. IT-Explore: Jurnal Penerapan Teknologi Informasi Dan Komunikasi, 4(3), 352–364. https://doi.org/10.24246/itexplore.v4i3.2025.pp352-364