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


That completes our chapter building and our PCG Roguelike game. The game is by no means done, but it is very much playable. This is a great starter project that you can, and should, finish on you own. Every piece of this project was done using the theory of PCG, but it all can be improved.

For example, the music in this chapter can easily use more sounds. You can even add to the Sound Manager, making it choose 5-10 sounds from a large list of preloaded sounds. Use your imagination and continue building with PCG.

You learned some simple music theory. You learned how to approach changing a complex subject into an algorithm. And lastly, you took some time and modularized your code to make it neater and more reusable.

Remember, PCG doesn't stop at visual art or music. Be inventive when you approach PCG. You can procedurally generate anything. Think about how you can procedurally generate story, AI behavior, sounds, user interfaces, animations, or anything really!

We are done with our 2D...