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

Summary


This completes the implementation of modular weapons. Remember that for our weapon prefab, all you need to do is add another set of three modules (blade, hilt, and handle) to drastically increase the number of combinations that the Weapon prefab can take. We did more than just create a useless modular weapon, though; we actually implemented its full functionality. This gave us some insight on a few different development techniques, such as scripted animation.

In this chapter, you learned about what a modular weapon is and the concept of breaking a structure down to small reusable parts. You learned that a few additional modules can create exponentially more combinations. We also developed one technique in procedurally generating and combining sprites to make a whole GameObject. Lastly, you developed a system to animate the weapon action via a script alone.

There are some optimizations that can be made with this system that I will leave up to you. Remember, every GameObject we add to...