January 2016
Intermediate to advanced
304 pages
6h 17m
English
Perhaps the most iconic and defining feature of roguelike games is their procedurally generated levels. This is one of the main features that contributes to the replayability that the genre is renowned for having. It keeps the game fresh and challenging and the players on their toes.
Throughout the course of this book, we've progressed from the simple generation of single numbers to the implementation of complex procedural behavior, such as path finding. It's time for our pièce de résistance: procedurally generating our levels. In addition to this, we'll also work on making levels more distinct using the functions that we created in Chapter 6, Procedurally Generating Art.
In this chapter, we'll cover the ...
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