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Audio manipulation

As with graphics, SFML offers a number of functions that allow us to modify sounds. Therefore, we'll use these to alter the pitch and volume of our sound effects to create variance. We'll then use advanced functions to create 3D spatialized sound, bringing depth to the scene through our audio.

Behavior and mechanics

It's not just the static items and resources that can be generated procedurally. To add more variance to our gameplay, we'll use some procedural techniques to create dynamic gameplay mechanics. Specifically, we'll create a system that will generate a random goal for the player, and present them with a random reward should that goal be achieved.

We'll also give our enemies some basic Artificial Intelligence (AI) in the form of A Star (A*)pathfinding, allowing them to chase a player through the level.

Dungeon generation

Towards the end of the book, once we're comfortable using Random Number Generator (RNG) with procedural systems, and with our game project, we are going to implement the defining feature of roguelikes; randomly generated dungeons.

I've mentioned a few times that procedural generation can be used to create theoretically never-ending game worlds. So, we're going to do just that. We'll implement a system where every room that we visit is generated randomly, and we'll give each floor a distinct feel using the graphics manipulation techniques we'll learn in later chapters.

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