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

Adding scripted weapon animation


The art we imported for our weapon modules is static, which means that we didn't add in any supplemental art to create animations. If we had added in these animations, our art assets would have increased dramatically, and we are trying to avoid this. So, instead, we are going to do what we have been doing and rely on programming.

We want the randomly constructed weapon to animate a swing when the player attacks. So, we are going to program the animation in such a way that it is the same for all the Weapons. This process is very much based on experimentation to get the right look and feel. One solution can be seen in Code Snip 6.8. The code is in the Weapon class definition as the Update function definition:

1 void Update () {
2   if (inPlayerInventory) {
3     transform.position = player.transform.position;
4     if (weaponUsed == true) {
5       float degreeY = 0, degreeZ = -90f, degreeZMax = 275f;
6       Vector3 returnVecter = Vector3.zero;
7
8       transform...