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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

Adding a weapon pick up


Now, we can move on to adding the logic that will run the player pickup of the weapon object. This will be very similar to the other player pickups except that the weapon will need a few special considerations. For one, the weapon will need to be in the same screen location as the player at all times so that it can animate appropriately.

Let's begin by opening up the Player.cs script where the current player pickup logic exists. We are going to add a few new variables that will hold references to our weapon and some of the images that we will use to make the display icon. As stated earlier, we will create a display icon on the screen that will show the weapon that the player has in their inventory. Add the following lines to the beginning of the Player class definition:

1 private Weapon weapon;
2 public Image weaponComp1, weaponComp2, weaponComp3;

We will then edit the OnTriggerEnter2D function. We need to add a condition that will allow us to handle against colliding...

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