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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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Toc

Generating health items in the game world


Eventually, our player will be fighting for survival against an onslaught of baddies. It is inevitable that the player will take some health damage, so we need to provide a way for him or her to recover and continue playing. Providing the player with health recovery items is the most common approach. So, we will do just that but as usual we want to procedurally generate the items.

Rather than just randomly laying our health item tiles about the world board, we can use the environment we have created to add a layer of interactivity. The wall tiles that inhabit the world board are already laid at random. They are also destructible. We can, thus, use the wall tiles as a potential container for our health items.

By doing this, we have added a layer of game play for the player. The player now has to forage for their health items while confronted by foes. This should add to the suspense, difficulty, and reward factors, which contribute to the overall fun...

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