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

Summary


We just finished setting up our base project. Doing this will allow us to focus less on developing common gaming mechanics and more on PCG development. We also took a look at Roguelike games and how they uses PCG in tile based level generation.

During this chapter, you learned about the RPG subgenre Roguelike, which is an ode to the 1980's game, Rogue. We talked about the Roguelike game's inherent use of PCG, which is the reason we are developing one. And we set up our base project from which we will be developing our game. Now, we are ready to start learning how to build some PCG logic.

In the next chapter, you will put what you've learned about Random numbers and Roguelike games to work. We will be using our floor and wall tiles to build an endless game world.