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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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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.

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