Procedural Content Generation is a process by which game content is developed using computer algorithms, rather than through the manual efforts of game developers. This book teaches readers how to develop algorithms for procedural generation that they can use in their own games.
These concepts are put into practice using C# and Unity is used as the game development engine.This book provides the fundamentals of learning and continued learning using PCG. Random numbers such as die rolls and card drafting provide the chance factor that makes games fun and supplies spontaneity.
Thereafter, you'll be guided through the more abstract PCG areas such as scaling difficulty to the player and even generating music! The book helps you set up systems within your games where algorithms create computationally generated levels, art assets, quests, stories, characters, and weapons; these can substantially reduce the burden of manually creating every aspect of the game.Finally, you'll get to try out your new PCG skills on 3D terrain generation.