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Procedural Content Generation for Unity Game Development

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Key FeaturesLearn the basics of PCG developmentDevelop a 2D game from start to finishExplore all the different ways PCG can be applied in gamesBook DescriptionProcedural 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.

What you will learnUnderstand the theory of Procedural Content GenerationLearn the uses of Pseudo Random NumbersCreate reusable algorithm designs for PCGEvaluate the data structures for PCGDevelop smaller games with larger amounts of contentGenerate content instead of spending time designing every minute detailLearn when and how to add PCG to your gameLearn the fundamental techniques of PCGAbout the AuthorRyan Watkins was digitized and absorbed into his computer at an early age. In the digital realm, he learned the importance of video games and the balance they brought to the ecosystem of computing. Video games strive to always push the boundaries of what we know to be true while being a super-charged source of fun. Ryan formed friendships with many of the video games he encountered on his digital journeys, and in return, they shared the secrets of their creation with him. He has since returned to the physical world to share those secrets with the rest of us.

Table of ContentsPseudo Random NumbersRoguelike GamesGenerating an Endless WorldGenerating Random DungeonsRandomized ItemsGenerating Modular WeaponsAdaptive DifficultyGenerating MusicGenerating a 3D PlanetGenerating the Future

262 pages, Kindle Edition

Published January 30, 2016

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43 reviews
September 8, 2018
The book starts out strong, but the later chapters seem to lack a bit of focus.

The structure of the code samples isn't the greatest, from the perspective of a serious programmer.

Still, some of the base techniques and algorithms of this book will prove useful in future.
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