Summary
In this chapter we learned how our game, which previously loaded predefined level data from a text file, can generate its own level data during runtime. This brings a great level of replayability to the game, ensuring gameplay stays fresh and challenging. We also used a function that we defined in the earlier chapters to bring more character to our levels; we used sprite effects to create a distinct feeling for each floor. Practically all aspects of our game are procedurally generated now, and we have a fully-fledged roguelike project under our belt.
Now that our work on the template project is complete, we'll be using the final chapter to take a look at component-based design. Procedural generation is all about flexibility. Therefore, ...
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