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Procedural Content Generation for Unity Game Development

You're reading from   Procedural Content Generation for Unity Game Development Harness the power of procedural content generation to design unique games with Unity

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Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781785287473
Length 260 pages
Edition 1st Edition
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Author (1):
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Ryan Watkins Ryan Watkins
Author Profile Icon Ryan Watkins
Ryan Watkins
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Chapter 4. Generating Random Dungeons

Our PCG Roguelike game is developing nicely. In the previous chapter, we produced a game board that expanded as the player explored the game. We are going to continue with the game board idea with a new type of board, the Dungeon Board. We will thus refer to our initial game board as the world board. The world board will be persistent and lead the player to instances of Dungeon Boards. Though we could add many different game mechanics to the world board alone, we want to learn more of what PCG has to offer. In this chapter, we want to explore another type of PCG level creation. We are going to make a random dungeon generator.

Our world board is a type of player-driven PCG. The world board reveals the pieces of board that the player dictates. Our dungeon generator will be system driven. We will develop an algorithm to completely create a whole dungeon. Using PRNs, we will allow randomness to dictate the shape and size of our dungeon.

By not controlling...

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