January 2016
Intermediate to advanced
304 pages
6h 17m
English
In this chapter, we looked at how to make game objects unique and random, giving them random properties, sprites, and variations. With this approach, the range of possible items that a game can generate is almost endless. When we have multiple classes that differ only slightly, we can design ambiguous classes that are highly flexible and greatly increase variety.
In the next chapter, we're going to step up our procedural efforts. We'll move away from the simple setting of member variables randomly, and we'll experiment with the creation of procedural art and graphics. We'll create textures procedurally for enemies, and alter the level sprites to give a unique feel to each floor of the dungeon.
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