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


Our Roguelike game is developing into an ever more interesting adventure. With the addition of our PCG dungeon generator, we are ready to do some dungeon crawling. There was quite a bit that we went over in this chapter, so let's summarize what we covered.

You designed a PCG dungeon generator that doesn't rely on player input like the world board. You learned how to effectively utilize a queue to process our Dungeon Board data. You developed a dungeon generator capable of utilizing both random paths and larger level asset placement. Finally, you got to see firsthand how to recreate a previously generated dungeon by seeding the PRN generator.

This concludes our level generation portion of the game. You have all you need to expand and adapt the code for a truly expansive and uniquely interesting game world. Take some time to experiment with the world board and Dungeon Board to see what you come up with. Now, our player needs some items and weapons to prepare himself for the coming enemies...