2d Game With Procedural Generation.

Hey guys,

I don’t know where exactly to ask this so forgive me if this is the wrong sub forum.
I am looking to begin learning and working on my first project.

I am extremely inspired by games such as Binding of Issac and Legend of Dungeon, as well as many other rouge-likes because of their procedural generation and extreme replay value. I also love how different each playthrough can be because of the variables in play.

I know this is probably a very tough thing to tackle, especially being my first venture into this.
But, I have quite a bit of free time right now, as I am waiting to be sent to boot camp, so I will be able to practice and really work on this alot.

So I have a few questions about both 2D development in Unity, and general 2D development.

Which plugins, (if any) are needed for 2D development?

Whats the best way to learn/tackle procedural generation?

How difficult is multiplayer coding? At what stage should I implement it, beginning or end?

And is it best to start with the artwork, or code?
I’m thinking pixel art, because I love the aesthetic.
Or would it be better to just jump into code with simple assets, and worry about that later.

Honestly I know how huge of an undertaking this is, but the only way to succeed is to fail first, so I gotta start failing sooner or later.

Thanks for the help with the many questions guys!

Bump.

Been running through this tutorial

Just to get a feel for C# and some procedural generation.

Any other suggestions?

Bump.

I began going through the walker boy tutorials, and am getting a much better handle on some different aspects. But would greatly appreciate any insight into the questions i first listed.

Hey atjones10,

I’m actually just starting a 2D project myself - first graphical game and first game in Unity. My previous development experience was programming in C and C++ for a MUD back in the late 90s, so this is obviously considerably different. I’ll also be using procedural generation with “known seeds” so a given seed value will always produce the same results (I think that’s fairly common, but couldn’t say for sure).

At any rate, I would say that coding is more important that graphics on the front end, since you can code around sample/basic sprites and replace those sprites or tiles as you go. Rimworld is a great example of that. He started with very Prison Architect style graphics and plans to slowly add to those and flesh them out as the game itself moves forward. The other benefit is that having a playable sample can be an excellent marketing tool prior to having an alpha release, so if you want to approach Steam or Sony or Microsoft or the like regarding developer relationships, they will care more about something that works and is basic that a pretty picture that doesn’t do anything.

With the current 4.3.x release of Unity, I don’t believe you NEED any plugins to design in 2D. There are likely some that will help you along on your way, but those can come down the road.

As for multiplayer coding - it depends how integral MP is to your game. If there’s also a single player component, I would code to that initially and add multiplayer down the road.

I hope this helps, and best of luck!