Until now, the focus of our efforts has been the procedural creation of resources. Let's branch out using what we've learned and procedurally create behavior and game mechanics. While the creation of procedural game behavior may sound exotic, you run into it in every game that you play; artificial intelligence (AI). AI in games is calculating behavior at runtime based on current factors. This definitely counts as procedural generation! Previously, when approaching large topics, I've commented that a whole book could be dedicated to the subject. Well, with AI, you'd need an entire library. For our project, we're going to have a look at pathfinding; allowing enemies to intelligently chase the player around our levels.
Another aspect that we'll look at is the procedural generation of mechanics, specifically the generation of unique game goals. A great example of where this can be applied is game quests. How many times have you come across a quest...