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Procedural Content Generation for Unity Game Development by Ryan Watkins

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Chapter 7. Adaptive Difficulty

In Chapter 2, Roguelike Games, we imported an Enemy prefab and an Enemy script but we haven't used either of them yet. So far, our character has been wandering around an empty world collecting food and items. But that is all about to change because in this chapter, we are going to add brain hungry zombies that scale in difficulty and test the player's strength.

Adaptive Difficulty

Player among enemies!

Adaptive difficulty can be solely a PCG solution or it can, in part, rely on an artificial intelligence (AI) solution. Our main goal with PCG is to expand the playtime and game content. Normally, when we think of PCG, we think of content ...

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