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Procedural Content Generation for Unity Game Development
Procedural Content Generation for Unity Game Development

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

Chapter 2. Roguelike Games

This chapter will introduce a popular video game subgenre known for its use of PCG, called Roguelike. In the second half of the chapter, we will be setting up our Roguelike project, which will be used for the rest of the book. Here is an overview of what to expect in this chapter:

  • Discovering Roguelike games
  • Learning why Roguelike is a perfect fit for our PCG project
  • Setting up our project

This chapter will begin our intermediate level work in Unity. From this point onward, it is best that you have a fundamental knowledge of the Unity Editor and C# scripting. As a reminder, this project was built using the current version of Unity (5.2.2), so there will be some incompatibilities with previous versions. The files used to set up the project will be included in the accompanying files under Chapter 2. However, all of the code files will be covered in the chapter for those of you who prefer to write them out yourselves.

We will be working from an existing project...

An introduction to Roguelike games

Roguelike is a subgenre of the genre Role-playing Game (RPG). Its name originates from a game called Rogue released in 1980 by Michael Toy and Glenn Wichman. Rogue is known for its use of PCG, particularly in level creation. The game used a tile-based level generation system, in particular ASCII characters were used to represent tiles.

An introduction to Roguelike games

Image of Rogue (1980) by Michael Toy and Glenn Wichman

A tile is a small piece of art, typically depicting land or ground that can be laid out like a game board. Imagine a Chess or Checkers board, but each square can be replaced with a small rectangular picture. In tile-based games, it is typical that the player character only occupies a single tile space at a time. Our Roguelike game will use a tile-based level generator, as well.

An introduction to Roguelike games

Tile sprite sheet from the popular game, Pokemon, developed by Game Freak

Other typical traits and gameplay mechanics of Roguelike games include 2D graphics, random player items, turn-based gameplay...

Why Roguelike?

The fact that Roguelike games are dependent on PCG makes them an ideal candidate to learn this topic. Also, working in 2D will simplify our algorithms so that we can focus on the theory of PCG. An added bonus is that Roguelike games are fairly popular, so there are some really helpful resources out there that can aid you in your learning. We will even use one such resource, which is a tutorial from Unity Technologies itself.

Our own Roguelike project

So now that you know a little more about Roguelike games and why we are going to use them to learn about PCG, let's take a look at our main project. This project will use a predefined art asset group and code base. We will be getting these assets from the Unity Technologies tutorial 2D Roguelike. This tutorial was actually the inspiration for this book, so it's only fitting that we showcase some of it.

Our own Roguelike project

Unity Technologies' 2D Roguelike—courtesy of Unity Technologies

Note

The full Unity 2D Roguelike tutorial can be found at https://unity3d.com/learn/tutorials/projects/2d-roguelike-tutorial.

All the assets used in the tutorial are available via the Unity Asset Store at https://www.assetstore.unity3d.com/en/#!/content/29825.

Even though we are using the assets from Unity's 2D Roguelike, this won't be a recreation of the tutorial. We want to explore more of what PCG has to offer, so we will only be using a portion of Unity's original...

Setting up the project

Let's set up our base project. There will be two methods we will cover in setting up this project. You can either import the provided Unity package or you can follow through the code explanations in the File Overview section and write the code by hand. Either way, it is highly advised that you read through the code explanations to understand the structure of how the project operates.

Importing the base project

We will import a package that will contain more assets and use them right away. However, keep in mind that we will use all the assets eventually. All of the files are explained in the File Overview section of this chapter:

  1. Start by opening up Unity and creating a new project. Select 2D and then Create Project. We won't need to import any Standard Asset packages for this project.
  2. Once in Unity Editor, navigate to Assets | Import Packages | Custom Package... from the top menu bar. Navigate to the directory where you saved the code files that accompany this...

Summary

We just finished setting up our base project. Doing this will allow us to focus less on developing common gaming mechanics and more on PCG development. We also took a look at Roguelike games and how they uses PCG in tile based level generation.

During this chapter, you learned about the RPG subgenre Roguelike, which is an ode to the 1980's game, Rogue. We talked about the Roguelike game's inherent use of PCG, which is the reason we are developing one. And we set up our base project from which we will be developing our game. Now, we are ready to start learning how to build some PCG logic.

In the next chapter, you will put what you've learned about Random numbers and Roguelike games to work. We will be using our floor and wall tiles to build an endless game world.

Left arrow icon Right arrow icon

Key benefits

  • Learn the basics of PCG development
  • Develop a 2D game from start to finish
  • Explore all the different ways PCG can be applied in games

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.

Who is this book for?

This 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 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
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Publication date : Jan 30, 2016
Length: 260 pages
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Language : English
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Table of Contents

11 Chapters
1. Pseudo Random Numbers Chevron down icon Chevron up icon
2. Roguelike Games Chevron down icon Chevron up icon
3. Generating an Endless World Chevron down icon Chevron up icon
4. Generating Random Dungeons Chevron down icon Chevron up icon
5. Randomized Items Chevron down icon Chevron up icon
6. Generating Modular Weapons Chevron down icon Chevron up icon
7. Adaptive Difficulty Chevron down icon Chevron up icon
8. Generating Music Chevron down icon Chevron up icon
9. Generating a 3D Planet Chevron down icon Chevron up icon
10. Generating the Future Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

Customer reviews

Rating distribution
Full star icon Full star icon Full star icon Empty star icon Empty star icon 3
(2 Ratings)
5 star 0%
4 star 0%
3 star 100%
2 star 0%
1 star 0%
Jesse May 29, 2016
Full star icon Full star icon Full star icon Empty star icon Empty star icon 3
[Some comments in this review may be outdated. The review was originally posted on 2016-05-29.]I bought this book hoping to see some interesting PCG techniques and in-depth insights, but was mostly disappointed. The book is suitable only as a basic introduction to PCG with Unity. People who have any prior experience with PCG will generally find little of value in this book.The quality of the writing is mediocre overall. There's generally no trouble with basic comprehension of what the author is saying, but the book has numerous minor typos and sometimes poor grammar/semantics. The style of the sentences is simple to the point of feeling stilted and bland. There's a fair number of sentences that don't really mean much beyond what the reader would already be assuming anyway. Some of the code examples contain typos of variable names, which is thus proof that at least some of the code samples were never tested at all (otherwise the compiler would have caught the typos).The author makes some incorrect statements about PCG in the book. For example, on the top of page 7 he says rolling dice and simulating other kinds of physical systems would allow you to generate truly random numbers on a computer, but because doing so is computationally expensive programmers use pseudo-random numbers instead. This statement is completely false. That is not the reasoning behind pseudo random number use. A dice simulation or other physics simulation would also be just as pseudo random. The author basically just completely fabricated this statement instead of doing proper research. There are several other examples in the text of him basically doing the same thing.I get the feeling that the author himself didn't actually know much of anything about PCG prior to writing the book. That being said, it would probably be a fair into to a beginner, provided the beginner is aware that the author's work contains errors and some bad advice from time to time. The code quality is generally poor to mediocre. The author frequently mixes implementation details that have no business being put together. Several of the classes he uses are also probably superficial and could be refactored (especially the "Manager" classes). The book has either been poorly edited or was never edited at all. The authors code is not very well factored and not very modular. His advice to use inheritance on a few occasions is also misguided. Components are a superior solution when properly understood.I have read online that Packt Publishing has a reputation for "quantity over quality" publishing. I even read about a different author on a forum describing how when he submitted their book to them, the publishers actually *added* more errors into the book through their editing than they removed from it and actually made the English quality worse instead of better. Supposedly they have non-technical editors who make changes to the technical text without actually fully understanding the context and semantics. Thus, it is possible some of the mediocre writing is the publishers fault and not the author's, but this is all speculation.The PCG techniques the author chooses to use are some of the most crude and uninteresting forms of it. He basically always just uses a plain old random number to select from a set of options every iteration. You won't find any advanced PCG algorithms in this book.In summary: This book is OK if you are a beginner at PCG, provided you understand that the author's work contains some misinformation and bad programming practices. If instead you are looking for deep insights into PCG or interesting PCG techniques (like me), then you should definitely avoid this book. It has little value to anyone who already understands the basics of PCG.You should also be wary of this publisher.
Amazon Verified review Amazon
Amazon Customer Apr 05, 2016
Full star icon Full star icon Full star icon Empty star icon Empty star icon 3
Bought this book expecting to learn basics of PCG. And I wasn't disappointed. This book definitely has lots of information about content generation but is also has errors. Too many of them for the book of this size and price.For example, not all code examples in the book are working as some parts of code are missing or are being used not in the right place.
Amazon Verified review Amazon
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