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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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Toc

Adaptive difficulty


Adaptive difficulty can be a content generation solution by having enemies carry improved equipment or changing enemy properties such as color and textures. It can also be an Artificial Intelligence question. This is similar to choosing the hard mode at the beginning of a game except, you, the game creator, determine when to engage the hard mode based on some gameplay aspect.

We have already done things such as swapping sprites and changing colors based on strength, so we will be exploring the AI route. We will determine what it takes to adapt the difficulty to the player by changing the AI of the enemy. Eventually, the player will become so strong that one hit from the player will destroy an enemy. So, we want the enemies to be capable of overwhelming the player by getting to the player faster, more efficiently, and in greater numbers.

In order to do this, we will need to adjust the AI capabilities in the Enemy class. But first, we will set-up the flags that will determine...

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