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

Back to the Unity Editor


In the GameManager prefab, we now have an array section for outer wall tiles. We will first need to set this up to reference the three different outer wall tiles that should already be in your Prefabs folder. You can add them by following these steps:

  1. Select the GameManager prefab in the Prefabs folder.

  2. Select the Size field under the Outer Wall Tiles section of the Board Manager component, set it to 3 and press Enter.

  3. Drag and drop the outer wall tiles to the newly created outer wall tiles element fields.

We then need to add the DungeonManager script to the GameManager prefab. You can do that by following these steps:

  1. Select the GameManager prefab in the Prefabs folder.

  2. Click on the Add Component button under Scripts | DungeonManager.cs.

    New options in the GameManager prefab

You have just completed the dungeon generator feature implementation. You can press the play button and give it a try. Once you have found a dungeon and entered it, you can press the pause button and...