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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


Even though randomization makes our procedures more spontaneous, it isn't always the correct path to take in PCG. You should be willing to explore the more involved route of fleshing out the modules or states to provide the player the best possible experience. In some cases, you should look to constrain your PCG to some parameters and tight bounds, while other times, you might want to turn over control to the payer entirely and let them choose their own fate.

In this chapter, we discussed the many ways we can apply PCG. However, the discussion of PCG goes far beyond this book and Unity. You did learn the different areas to begin your research of PCG in and the various fields in which it can be applied.

PCG is a great idea. We can generate whole universes at runtime, making our file size incredibly small while making our game incredibly huge. We can use it to spend less time designing art for our game by reusing art modules in inventive ways. We can make every playthrough of a game...

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