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  • Book Overview & Buying Procedural Content Generation for Unity Game Development
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Procedural Content Generation for Unity Game Development

Procedural Content Generation for Unity Game Development

By : Watkins
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Procedural Content Generation for Unity Game Development

Procedural Content Generation for Unity Game Development

3 (2)
By: 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 (12 chapters)
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11
Index

Modular weapon scripts


Our modular weapon script will do the following three main actions:

  • The Weapon script will create the connection to the player and the weapon

  • The player will need to carry and use the weapon

  • The script will drive the scripted animation, and it will also drive the the random construction of the weapon from the weapon component

We are going to place some hooks in the class definition as empty functions that we will fill in when we have some more information. Let's take a look at the full Weapon class script that's shown in Code Snip 6.1:

1 using UnityEngine;
2 using System.Collections;
3
4 public class Weapon : MonoBehaviour {
5 
6  public bool inPlayerInventory = false;
7
8  private Player player;
9  private WeaponComponents[] weaponsComps;
10 private bool weaponUsed = false;
11  
12  public void AcquireWeapon () {}
13
14  void Update () {}
15  
16  public void useWeapon () {}
17
18  public void enableSpriteRender (bool isEnabled) {}
19
20  public Sprite getComponentImage...
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Procedural Content Generation for Unity Game Development
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