本游戏资料是个关于完整的生成地下城般的布局脚本Unity游戏素材资源,大小:2.14 MB,格式:unitypackage,使用软件:Unity,供广大设计师学习使用,语言:英语。
Unity3D是一个让你轻松创作的多平台的游戏开发工具,是一个全面整合的专业游戏引擎。Unity代表了一个质的飞跃——内置的光照贴图(lightmapping)、遮挡剔除(occlusion culling)和调试器。编辑器经过彻底革新,让你可以获得卓越的性能体验。不可思议、无法阻挡的产品已经看到了曙光。
Unity是一款跨平台的游戏开发工具,从一开始就被设计成易于使用的产品。作为一个完全集成的专业级应用,Unity还包含了价值数百万美元的功能强大的游戏引擎。Unity 4作为一个游戏开发工具,它的设计主旨就是让你能够创建令人惊讶的游戏。如果你之前尝试过Unity,请查看Unity 3都做了哪些更新。如果你是第一次尝试,那就好好看看吧,看Unity都能为你带来什么。Unity作为一种开发环境,可让你脱离传统的游戏开发方式,以一种更简单的方式专注于你的游戏开发。开发网络游戏、移动游戏、单机游戏,Unity都能完全胜任。
DunGen
Scripting
Aegon Games Ltd
Requires Unity 5.0.0 or higher.
DunGen allows you to procedurally generate a dungeon-like layout by piecing together rooms that you design in Unity.
Unlike other random generation methods, you're not left with a barren set of corridors and only a vague blueprint of a dungeon; you get a fully-furnished, procedurally generated dungeon to your specification.
Features:
- Design each room as you would any other scene. Assign doorways and watch DunGen piece them together
- Full control over dungeon settings: length, branching factor and weights for each room type
- Supports multi-floor setups with no additional work. Just place doorways where they should be and DunGen handles the rest
- Procedural doesn't mean everything has to be completely random. Control the flow of your dungeon with an easy-to-use flow graph interface
- Local Prop Sets: Specify which objects (and how many) appear on a per-room basis
- Random Prefab: A list of prefabs from which one is chosen at random to be spawned at the current position
- Global Prop Limits: Limit the number of props allowed on a per-dungeon basis
- Everything has a complex weight so you can control how likely it is for certain objects to spawn and where they are most likely to appear
- Supports doorways of different shapes/sizes - DunGen only connects matching doorway types
- Lock & Key system allows you to place locked doorways and matching keys throughout the dungeon layout (requires some programming to integrate with your own game)
- Supports SECTR VIS portal culling
- Full source code included
- Works at runtime as well as in the editor
Is DunGen for me?
Q: I don't want my dungeon to look "samey", won't a room-based approach look repetitive?
A: Nope! Thanks to prop randomisation (props being what we're calling objects inside the room), each instance of a room can look very different from one another if you choose to do so
Q: I need to ensure that each dungeon generated has no more than one of a particular object. Is this possible?
A: Not only is it possible, it's very quick and easy to do - just apply a Global Prop component, give it an ID and specify the number you want in the dungeon flow settings
Q: I want some objects to have a varying chance to spawn in certain areas, can I do this?
A: Absolutely. Each of DunGen's prop randomisation methods allow you to specify a separate weight for if the object lies on the main path or in a branch room. You can also adjust the weights by how deep into the dungeon the object is using a curve. It's a simple task to specify that an object should only spawn on the main path and only in the second half of the dungeon, with increasing chance the closer to the end it is.
发布日期: 2017-8-18