Description: Chapter 1: Hand crafted vs. ProceduralSub -Topics. A study of hand-crafted content. Case study of Limbo. A study of procedural content. Case study of Oxygen Not Included. How much of each is good?. Case study of Diablo 2. Brief overview of different approaches we'll take in the rest of the book Chapter 2: Generating with NodesSub - Topics. Set up new project. Create node hierarchy (with limited inheritance). Use randomization to place nodes in an area. Vary node behavior to create realism Chapter 3: Generating with TilesSub - Topics: . Create Tilemaps and Tilesets. Change tiles via code. Creating and using Autotile via the editor. Using Autotile via code Chapter 4: Recreating SokobanSub - Topics: . Create a new project (rapid). Create a player character. Add movement to the player character. Create a push able crate. Create a storage location. Create different levels with code. Add level transitions Chapter 5: Designing Levels in Pixel ArtSub - Topics: . Brief introduction to Aseprite. Importing map assets into Godot. Reading image data. Defining map cell types. Drawing cells into a game Chapter 6: Creating a Seeding SystemSub - Topics:. Using seeded PRNG randomization. Loading word lists into a game. Displaying, storing, and using seeds in generation Chapter 7: Recreating Bouncy CarsSub - Topics:. Create a new project (rapid). Create a seed screen. Create a few maps in pixel art, read them into the game. Manipulate quadrant maps to form a loop. Put players into the loop. Trace the "correct" path, display helper direction arrow Chapter 8: Navigating in Generated LevelsSub - Topics:. Intro to navigation polygons in tile maps. Combining collision shapes with navigation meshes. Exploring alternatives to mesh manipulation. Randomizing specific obstacles to optionally include navigation or collision Chapter 9: Randomized Collective Nodes within a Generated MapSub - Topics:. Identifying collections of cells. Representing these as larger structures in a generated space. Adding variability to these structures Chapter 10: Recreating InvasionSub - Topics:. Create a new project (rapid). Prototype a global generator, rooms, levels, tiles, and doodads. Generate rooms. Handle room transitions. Collect compound doodads. Create houses with variability. Spawn survivors, add acquisition and rescue. Spawn soldiers, add capture and harass. Create exit point Chapter 11: Paths and Path FollowersSub - Topics:. Create path by hand. Create node to follow. Make node follow path. Create path via pixel art. Connect multiple separate paths together (train switch) Chapter 12: Interaction SystemsSub - Topics:. Create player and intractable nodes. Create area-based (proximity) nodes that can be reused. Implement event-based interaction. Brief intro for dialogic add-on, as a means of extending the interaction system Chapter 13: Recreating This War of Mine Sub - Topics:. Create new project (rapid). Prototype rooms, make pixel art map. Create paths. Create playable characters with path followers. Create intractable nodes in rooms. Add dialogic add-on for interaction between playable characters
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EAN: 9781484287941
UPC: 9781484287941
ISBN: 9781484287941
MPN: N/A
Format: Paperback, 253 pages, 1st ed. Edition
Author: Pitt, Christopher
Book Title: Procedural Generation in Godot: Learn to Generate
Item Height: 1.5 cm
Item Length: 25.4 cm
Item Weight: 0.52 kg
Item Width: 17.8 cm
Language: Eng
Publisher: Apress