Summary
In this chapter, we extended our efforts to procedural behavior and mechanics as opposed to just resources. Specifically, we implemented A* pathfinding algorithm to give the enemies some intelligence and natural movement around our levels and created random level goals. Hopefully, this has been a good demonstration of the fact that procedural generation isn't limited to just resources; it can be put to use for every aspect of a game.
In the next chapter, we're going to implement what is perhaps the most iconic feature of roguelike games: procedurally generated levels. Up until now we've been working with the same fixed level, so it's about time we started generating them procedurally! We'll also create some variance between the levels and implement the goal generator that we just created!