Summary

Our Roguelike game is developing into an ever more interesting adventure. With the addition of our PCG dungeon generator, we are ready to do some dungeon crawling. There was quite a bit that we went over in this chapter, so let's summarize what we covered.

You designed a PCG dungeon generator that doesn't rely on player input like the world board. You learned how to effectively utilize a queue to process our Dungeon Board data. You developed a dungeon generator capable of utilizing both random paths and larger level asset placement. Finally, you got to see firsthand how to recreate a previously generated dungeon by seeding the PRN generator.

This concludes our level generation portion of the game. You have all you need to expand and adapt ...

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