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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 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...

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