chapter 1: pseudo random numbers · chapter 1: pseudo random numbers on the left is a hand-drawn...
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Chapter 1: Pseudo Random Numbers
On the left is a hand-drawn texture, and on the right is a Procedurally Generated texture
A player-created building in the popular game Minecraft
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Some of Gearbox Software's Borderlands procedurally generated weapons each generated from asset modules
Random number noise signals – on the left is a random number pattern that does not repeat and on the right is a PRNpattern that repeats
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A forest scene created with Unity Terrain Engine which uses PRNs
Unity launch screen
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Workflow to get the Canvas in Main Camera view
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Finished canvas and text formatting
Hello World program's result
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Hello World with PRNs Program Result
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Chapter 2: Roguelike Games
Image of Rogue (1980) by Michael Toy and Glenn Wichman
Tile sprite sheet from the popular game, Pokemon, developed by Game Freak
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Unity Technologies' 2D Roguelike—courtesy of Unity Technologies
Results of importing the package and clicking on play
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Folder structure for the Roguelike project
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Chapter 3: Generating an Endless World
This is what our Roguelike endless PCG Game Board will look like
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Imagine the Game Board within a grid
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Visualization of a 2D array
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Visualization of a linked list
Visualization of a dictionary/map
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The initial Game Board grid with the player
The line of sight grid squares are shaded
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Revealing more tiles as the player moves right
The tiles are iterated over to check whether they have already been discovered
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The grid will correspond with the x-y plane
All our sprites are 32 x 32, which is 1 unit of measure
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Import settings
The Camera 2D Follow settings screen
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No Game Board
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The Layer settings
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Initial Game Board
PCG Game Board
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PCG Game Board plus wall tiles
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Chapter 4: Generating Random Dungeons
Image of final result of dungeon generator
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A diagram of the simple grid
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A diagram of the simplest essential path
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A diagram of the winding essential path
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A diagram of random paths in blue
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A diagram of the chamber in red
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Diagram of outer wall tiles in black
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A diagram of the outer wall tiles enclosing the dungeon in black
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A diagram of possible starting points
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A diagram of the placement of exit based on the path
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A diagram of a path cycling back
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A diagram of a queue
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Diagram of essential path in queue
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Image of exit tile sprite
An image of sorting layer order
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New options in the GameManager prefab
Image of dungeon overview
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Chapter 5: Randomized Items
Food item setting
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Health item appears when a wall is destroyed
Where to find and set health point
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Imported sprite sheet settings
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Sprite Editor
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A randomly spawned chest
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chest and item but no visible inventory
Picked up item shows in inventory
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Chapter 6: Generating Modular Weapons
The final result of the modular weapon implementation
Weapon module sprites
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Weapon modules in their respective bounding boxes
Measurements of a module
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Pivot points for each type of module
Weapon Component's settings
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The expanded Weapon prefab
Chest spawning a weapon
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The weapon is unhidden and follows the player, while there is a blank image to the right
The sword is hidden and the icon to the right appears
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Weapon animation
The player faces to the right and the sword swings to the right as well, while the wall on the left is damaged
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The player can now face the left
The Player can swing the sword toward the left
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Chapter 7: Adaptive Difficulty
Player among enemies!
Enemy Sprite
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Enemy walking on black space
Enemies on world board
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Enemies on Dungeon Board
Attacking an enemy
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Diagram of simple enemy movement
Enemy stuck on wall
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Player is 1 space away horizontally and 2 away vertically so enemy moves vertically
Enemy going around wall
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Smarter enemy getting stuck on a wall after two attempts of picking the best path
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Chapter 8: Generating Music
Visualization of tempo
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Visualization of tempo divisions
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Visualization of sound length variations
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Visualization of the measure with sounds
Measure with sound division
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Measure with random sound lengths
The interval in which sound is not played
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Chapter 9: Generating a 3D Planet
A procedurally generated sphere
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The 2D quad a sprite is drawn on to
3D cube made into a sphere
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Sphere triangles splitting when moved
Procedurally generated sphere
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Icosahedron sphere on the left and polar sphere on the right
Procedurally generated planet
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The first-person camera placement
The first-person view of the planet
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Chapter 10:
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