Procedural Content Generation for Unity Game Development

Harness the power of procedural content generation to design unique games with Unity
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Procedural Content Generation for Unity Game Development

Ryan Watkins

2 customer reviews
Harness the power of procedural content generation to design unique games with Unity

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Book Details

ISBN 139781785287473
Paperback260 pages

Book Description

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

Chapter 1: Pseudo Random Numbers
Introducing PCG
Usage of PCG
Application of PCG
Pseudo random numbers
Random versus pseudo random numbers
Challenge
Summary
Chapter 2: Roguelike Games
An introduction to Roguelike games
Why Roguelike?
Our own Roguelike project
Setting up the project
Summary
Chapter 3: Generating an Endless World
Data structure choice
PCG algorithm overview
Scene setup
Initial Game Board
Summary
Chapter 4: Generating Random Dungeons
Algorithm design
Data structures
DungeonManager
BoardManager
Player
GameManager
Back to the Unity Editor
Seeding the dungeon
Challenge
Summary
Chapter 5: Randomized Items
Generating health items in the game world
Generating items in the dungeon
Summary
Chapter 6: Generating Modular Weapons
PCG with modules
Modular weapon scripts
Adding a spawn point
Adding a weapon pick up
Adding scripted weapon animation
Adding character facing directions
Summary
Chapter 7: Adaptive Difficulty
Setting up sprites
Adding enemies to the world board
Adding enemies to the Dungeon Board
Fighting the enemy
Adaptive difficulty
Summary
Chapter 8: Generating Music
Concept of music
Summary
Chapter 9: Generating a 3D Planet
Adding a third dimension
Multi mesh planet
Exploring the planet
Summary
Chapter 10: Generating the Future
Models
Items
Levels
Texture
Terrain
Physics
Animation
AI
Story
The player sandbox
Summary

What You Will Learn

  • Understand the theory of Procedural Content Generation
  • Learn the uses of Pseudo Random Numbers
  • Create reusable algorithm designs for PCG
  • Evaluate the data structures for PCG
  • Develop smaller games with larger amounts of content
  • Generate content instead of spending time designing every minute detail
  • Learn when and how to add PCG to your game
  • Learn the fundamental techniques of PCG

Authors

Table of Contents

Chapter 1: Pseudo Random Numbers
Introducing PCG
Usage of PCG
Application of PCG
Pseudo random numbers
Random versus pseudo random numbers
Challenge
Summary
Chapter 2: Roguelike Games
An introduction to Roguelike games
Why Roguelike?
Our own Roguelike project
Setting up the project
Summary
Chapter 3: Generating an Endless World
Data structure choice
PCG algorithm overview
Scene setup
Initial Game Board
Summary
Chapter 4: Generating Random Dungeons
Algorithm design
Data structures
DungeonManager
BoardManager
Player
GameManager
Back to the Unity Editor
Seeding the dungeon
Challenge
Summary
Chapter 5: Randomized Items
Generating health items in the game world
Generating items in the dungeon
Summary
Chapter 6: Generating Modular Weapons
PCG with modules
Modular weapon scripts
Adding a spawn point
Adding a weapon pick up
Adding scripted weapon animation
Adding character facing directions
Summary
Chapter 7: Adaptive Difficulty
Setting up sprites
Adding enemies to the world board
Adding enemies to the Dungeon Board
Fighting the enemy
Adaptive difficulty
Summary
Chapter 8: Generating Music
Concept of music
Summary
Chapter 9: Generating a 3D Planet
Adding a third dimension
Multi mesh planet
Exploring the planet
Summary
Chapter 10: Generating the Future
Models
Items
Levels
Texture
Terrain
Physics
Animation
AI
Story
The player sandbox
Summary

Book Details

ISBN 139781785287473
Paperback260 pages
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From 2 reviews

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