How we'll implement procedural generation

At the very start of the book I gave a brief overview of each chapter and what we will be covering in it. Now that we've covered what procedural generation is, let's take a look specifically at some of the ways in which we'll be implementing it as we work towards creating our own roguelike game. This list is not exhaustive.

Populating environments

When we load the game for the first time our objects will be in fixed locations. We're going to start our efforts by fixing this, implementing what we've learned in this chapter about random number generation to spawn our objects at random locations.

At the end of this chapter there are a few optional exercises that include generating numbers within a collection ...

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