Finite state machine for retro arcade fighting game development
Abstract
Traditional fighting games are a competitive genre where players engage in one-on-one combat, aiming to reduce their opponent's health points to zero. These games often utilize two-dimensional (2D) graphics, enabling players to execute various character movements such as punching, jumping, and crouching. This research investigates the effectiveness of the finite state machine (FSM) method in developing a combo system for a retro fighting game, focusing on its implementation within the Godot Engine. The FSM method, which structures game behavior through states, events, and actions, is central to the game's control system. By employing the game development life cycle (GDLC) methodology, this study ensures a systematic and structured approach to game design. Special attention is given to the regulation of the combo hit system for the game's protagonist in Brawl Tale. The research culminates in the successful development of the retro fighting game Brawl Tale, demonstrating that the FSM method significantly enhances the fluidity and responsiveness of character movements. The findings suggest that the FSM method is an effective tool for simplifying and improving gameplay mechanics in retro-style fighting games.
Keywords
Brawl tale; Finite state machine; Game development life cycle; Retro fighting game; Retro game
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PDFDOI: http://doi.org/10.11591/ijict.v14i1.pp102-110
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The International Journal of Informatics and Communication Technology (IJ-ICT)
p-ISSN 2252-8776, e-ISSNĀ 2722-2616
This journal is published by the Institute of Advanced Engineering and Science (IAES) in collaboration with Intelektual Pustaka Media Utama (IPMU).