Project breakdown
Our game project started as a blank roguelike template with limited functionality, but with our work, we turned it into a fully fledged procedural roguelike game. Let's run through the project to identify how we used procedural generation to do so.
We'll also identify some further possible exercises for each chapter if you wish to explore the topic in detail. The goal of this book was to introduce you to the fundamentals of the topic, so hopefully you can hit the ground running as you take this further.
Procedurally populating environments
We started by spawning game items randomly around the level. This involved the generation of random numbers within a given range and using those as tile indices and enumerator values. This was the first time we used random numbers and enumerators to select random values and items, which is a technique that we relied heavily on throughout the course of the book.
If you wished to take this further, you could have a look at how to...