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

Setting up sprites


We will now add enemy scripts and set up sprites.

First on our agenda is setting up the Enemy prefab and script. Let's take a look at the Enemy prefab. The prefab was imported with all of the starting materials in Chapter 2. Just in case you need an extra copy of the Enemy prefab though, there will be an import file in the accompanying Chapter 7 files.

The Enemy prefab looks a lot like the Player prefab. Both the Enemy and Player classes inherit from the Moving Object class. This means the enemy movement and animations are going to be processed in a similar way to the Player class. This generally means the prefab structure will have to be similar.

Enemy Sprite

Requirements for our Enemy prefab include:

  • A Sprite Renderer

  • An Animator

  • A Box Collider 2D

  • A Rigid Body 2D

  • The Enemy Script

Also, be sure that these options are selected in your Enemy prefab:

  • Set the tag to Enemy

  • Set the layer to BlockingLayer

  • In the Sprite Renderer component, set the Sorting Layer field to Units

  • In the Animator...