© The Author(s), under exclusive license to APress Media, LLC, part of Springer Nature 2023
C. PittProcedural Generation in Godothttps://doi.org/10.1007/978-1-4842-8795-8_4

4. Recreating Sokoban

Christopher Pitt1  
(1)
Durbanville, South Africa
 

We’re well on our way to learning how to generate great procedural content for our games. It’s a good time to cement what we’ve learned so far by using those skills to make a game.

In the previous two chapters, we learned about how to make and use nodes and tile sets. We’re going to use both of those to recreate a classic game, called Sokoban.

Sokoban is actually a whole genre of games, but I want us to focus on a simple implementation of the version published around 1980.

An image shows a page of the puzzle game, ...

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