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 enemies to the Dungeon Board


There are a few things to consider when switching to the Dungeon Board and spawning new enemies. First, we need to determine what will happen when the enemies are off screen. On the world board, we simply destroyed the enemies. We can justify this action because new enemies will be generated as the player discovers new tiles on the world board. However, the player doesn't generate new tiles with movement in the dungeon.

For simplicity, we'll want to generate the dungeon enemies at the same time we generate the dungeon. This means that most enemies generated in a dungeon are generated off screen. If we kept the same offscreen check we had for the world board, we would end up generating enemies and then destroying most of them before the player had a turn to move. Instead, we'll just disable the movement of offscreen enemies while in the dungeon.

We will also have to figure out what to do with the enemies left on the world board when we enter the dungeon and...