© Andre Alves Garzia 2020
A. A. GarziaRoguelike Development with JavaScripthttps://doi.org/10.1007/978-1-4842-6059-3_7

7. Procedurally Generated Monsters and Items

Andre Garzia1 
(1)
London, UK
 

Finally, we have arrived at one of the cornerstones of roguelikes: procedural generation is probably one of the first things that comes to the mind of a player when they think about the genre, probably alongside thinking about permadeath and maybe ASCII graphics. Before we dive deeper into the code, it’s best if we explain a bit about what procedural generation is and what it is good for and most importantly what role it plays in the scope of this book.

Procedural generation is a deep topic, and we cannot do it justice with the two chapters we have devoted to ...

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