- Procedural Content Generation for Unity Game Development
- Ryan Watkins
- 258字
- 2021-07-16 09:42:11
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 including both art and code assets. The art files that are included have some dependencies that need to be set. There is a Unity package included, which can be imported, that will contain all the prebuilt art dependencies. All of the art files will be explained that will aid your overall understanding of the project structure. If you are comfortable with 2D sprite animations, you are welcome to use your own art.
Now, let's discuss PCG in Roguelike games.
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