Book Image

Procedural Content Generation for Unity Game Development

By : Ryan Watkins
Book Image

Procedural Content Generation for Unity Game Development

By: Ryan Watkins

Overview of this book

Procedural Content Generation is a process by which game content is developed using computer algorithms, rather than through the manual efforts of game developers. This book teaches readers how to develop algorithms for procedural generation that they can use in their own games. These concepts are put into practice using C# and Unity is used as the game development engine. This book provides the fundamentals of learning and continued learning using PCG. You'll discover the theory of PCG and the mighty Pseudo Random Number Generator. Random numbers such as die rolls and card drafting provide the chance factor that makes games fun and supplies spontaneity. This book also takes you through the full development of a 2D game. Starting with level generation, you'll learn how PCG can make the game environment for you. You'll move into item generation and learn the different techniques to procedurally create game items. Thereafter, you'll be guided through the more abstract PCG areas such as scaling difficulty to the player and even generating music! The book helps you set up systems within your games where algorithms create computationally generated levels, art assets, quests, stories, characters, and weapons; these can substantially reduce the burden of manually creating every aspect of the game. Finally, you'll get to try out your new PCG skills on 3D terrain generation.
Table of Contents (18 chapters)
Procedural Content Generation for Unity Game Development
Credits
Disclaimer
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Chapter 10. Generating the Future

Throughout the book you've learned a lot about the concept of PCG and its different forms. You have also had the chance to experience PCG, first hand, by designing and implementing PCG algorithms. You built the core game play of a 2D Roguelike game that can generate content forever. You also implemented a 3D planet generator that not only looked good from afar, but we were also able to explore it in first person.

PCG doesn't end there though. There are still a lot of topics that we didn't cover such as generating textures and story lines or allowing the player to generate content. There is a lot that can be done and has yet to be done in the world of PCG for games.

In this chapter, we will go over the main categories of game content and discuss how these, sometimes very different, areas can be procedurally generated. This chapter will give you a basic idea of how to approach your further PCG learning. It's likely that following is a category of content that...