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Procedural Content Generation for C++ Game Development

You're reading from   Procedural Content Generation for C++ Game Development Get to know techniques and approaches to procedurally generate game content in C++ using Simple and Fast Multimedia Library

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Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781785886713
Length 304 pages
Edition 1st Edition
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Author (1):
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Dale Green Dale Green
Author Profile Icon Dale Green
Dale Green
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Table of Contents (13) Chapters Close

Preface 1. An Introduction to Procedural Generation FREE CHAPTER 2. Project Setup and Breakdown 3. Using RNG with C++ Data Types 4. Procedurally Populating Game Environments 5. Creating Unique and Randomized Game Objects 6. Procedurally Generating Art 7. Procedurally Modifying Audio 8. Procedural Behavior and Mechanics 9. Procedural Dungeon Generation 10. Component-Based Architecture 11. Epilogue Index

Procedurally generated level goals


The final system that we're going to build in this chapter is one that will generate randomized level goals. In each level, we have to find the key, find the exit, and kill all enemies that get in our way. Let's add more gameplay and challenge by adding random goals that the player can also complete. Every time a level is entered, we'll potentially give the player an optional task that, if completed, will yield a random reward.

The variable and function declarations

The first step in creating this system is to declare the variables and functions that we're going to need. We'll encapsulate the behavior to generate a goal in its own function. For starters, we need to declare the following private function in Game.h:

private:
/**
 * Generates a level goal.
 */
void GenerateLevelGoal();

Given the type of goals that we want to generate (killing enemies, collecting gold, and collecting gems), we need variables to hold these values. Let's also declare the following...

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