In this chapter we've taken a look at a range of C++ data types, and incorporated RNG with their use. The ability to use these data types in a random, but controlled way, is key in implementing random procedural systems. Remember, procedural generation is just the creation of content as the result of a calculation. This is not random by nature, we have to induce randomness as we have in this chapter. The additions we have made to the game are small, but are the first steps in creating a procedurally generated game. Already when we run our game it will be a little different each time.
In the next chapter we're going to develop our level further by spawning our items and enemies in random locations around the map. Procedurally generated environments are a staple in procedurally generated games, and spawning our game objects in random locations is a big step towards achieving this.