The complete game
These are the major systems changes that we'll implement. There will be lots in-between, but these examples will cover the major mechanics and skills that we will be using. When we reach the end of the book, you will have a fully working roguelike with an endless dungeon that is randomly generated, randomly generated items that spawn in random locations, procedural textures throughout the dungeon levels, and random enemies, all implemented with a flexible component-based architecture.
You will not only learn the skills needed to implement procedural generation in your own games, but also see how they all work in the context of one-another. Isolated exercises are great, but nothing beats working on a real-world example.
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