Procedural Content Generation for Unity Game Development

Packt Publishing Limited
  • 1. Auflage
  • |
  • erschienen am 30. Januar 2016
  • |
  • 260 Seiten
E-Book | ePUB mit Adobe DRM | Systemvoraussetzungen
978-1-78528-967-5 (ISBN)
Harness the power of procedural content generation to design unique games with UnityAbout This BookLearn the basics of PCG developmentDevelop a 2D game from start to finishExplore all the different ways PCG can be applied in gamesWho This Book Is ForThis book is for Unity game developers, especially those who work on indie games. You should be familiar with Unity and C# scripting but you'll be able to jump in and start learning PCG straightaway.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 PCGIn DetailProcedural 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.Style and approachAn easy-to-follow, project-based guide that will let you build a complete game by the end of the book using PCG.
  • Englisch
  • Birmingham
  • |
  • Großbritannien
978-1-78528-967-5 (9781785289675)
1785289675 (1785289675)
weitere Ausgaben werden ermittelt
Ryan 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.
  • Cover
  • Copyright
  • Credits
  • Disclaimer
  • About the Author
  • About the Reviewers
  • Table of Contents
  • Preface
  • Chapter 1: Pseudo Random Numbers
  • Introducing PCG
  • Usage of PCG
  • Application of PCG
  • Pseudo random numbers
  • Random versus pseudo random numbers
  • PRNs in PCG
  • Random Hello World
  • Classic Hello World
  • PCG Hello World
  • Challenge
  • Summary
  • Chapter 2: Roguelike Games
  • An introduction to Roguelike games
  • Why Roguelike?
  • Our own Roguelike project
  • Setting up the project
  • Importing the base project
  • File overview
  • Animation
  • Fonts
  • Prefabs
  • Scenes
  • Scripts
  • Summary
  • Chapter 3: Generating an Endless World
  • Data structure choice
  • Array
  • Linked list
  • Dictionary
  • PCG algorithm overview
  • Scene setup
  • Player positioning
  • Camera following
  • Layers
  • Initial Game Board
  • Connecting code
  • The PCG Game Board
  • Summary
  • Chapter 4: Generating Random Dungeons
  • Algorithm design
  • Algorithm overview
  • The grid
  • Essential path
  • Random path and chambers
  • Filling in the rest of the gird
  • Placing the entrance and exit
  • Algorithm summary
  • Data structures
  • Back to the map
  • Queue
  • Prefab setup
  • An exit sign
  • 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
  • Implementing health item generation
  • Setting up sprites
  • Generating items in the dungeon
  • The Chest prefab
  • Chest implementation
  • Spawning the chest
  • The Item prefab
  • Item code
  • Adding player to item interaction
  • Summary
  • Chapter 6: Generating Modular Weapons
  • PCG with modules
  • Statistics of modular PCG
  • Creating and configuring new sprites
  • Creating a multiple image prefab
  • 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
  • Enemy AI
  • Finishing up
  • Summary
  • Chapter 8: Generating Music
  • Concept of music
  • Tempo
  • Melody
  • Repetition
  • Procedurally generated music algorithm
  • Measure
  • Dividing the measure
  • The base line
  • Setting up the script
  • The Sound Manager script
  • Adding tension
  • Summary
  • Chapter 9: Generating a 3D Planet
  • Adding a third dimension
  • 3D vs 2D
  • Know your geometry
  • Working with the Unity primitive sphere
  • Generating a sphere
  • Adding randomization
  • Bad time and space complexities
  • 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
  • Index

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