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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


You are just about finished with our PCG 2D Roguelike game! In this chapter, we added the component of enemy opposition and made the difficulty scale with the player.

In this chapter, you added enemies to the game that inherited the same base class as the Player class. In PCG fashion, you spawned the enemies at random and had to handle destroying the enemies at the appropriate times. You set up monitoring of the player to scale the difficulty. Instead of just upping the hit points or strength of the enemies to scale the difficulty, you made them faster and smarter by developing a more efficient AI.

We did quite a bit in this chapter, but there is a lot more that we can still do to improve the system. You should continue experimenting with adaptive difficulty. See how much you can improve the AI to make smart enemies with better pathfinding and possibly wall breaking like the player. You can also use randomness to determine how smart an enemy is. Then, you can differentiate between...

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