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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 6. Generating Modular Weapons

PCG is a great way to minimize the number of handcrafted art assets that we need to create for our game. However, it is unrealistic to think that we won't need any art assets at all. We can still use our art intelligently, and with the aid of PCG, a little art can go a long way.

In this chapter, we see how we can create small pieces of art that are combined in different ways to generate bigger and randomly unique assets. We will be creating a modular weapon system. Each piece of art is a module that will attach to another module to create a whole weapon. We can then let the pieces combine randomly to give us surprisingly unique assets.

Here is what you will learn in this chapter:

  • Understanding modular art assets
  • Learning about the statistics behind modular generation
  • Procedurally generating game objects that are composed from smaller pieces
  • Animating via a script

The weapons that will be generated from this modular weapon system will be used...

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