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

Fighting the enemy


For this feature, we will need to modify the way the player interacts with his environment one last time. We initially implemented the player Update function to interact with only wall tiles. We then needed the player to interact with chest tiles so we forced our AttemptMove function to take a wall type on the world board and a chest type on the Dungeon Board. We have yet another tile type that the player can interact with.

We will need to devise a new system that will extract the type of tile the player is interacting with and call AttemptMove correctly. This won't be too difficult though. The changes we need to make will take place in the Player.cs script, so open that up for editing. Then, take a look at Code Snip 7.8 to see what has changed:

1 private void Update () {
2   if(!GameManager.instance.playersTurn) return;
3   int horizontal = 0;
4   int vertical = 0;
5   bool canMove = false;
6   horizontal = (int) (Input.GetAxisRaw ("Horizontal"));
7   vertical = (int) ...