This was my first foray into teaching game development in Godot. Apress wanted the book to target the upcoming version of the engine, which meant I had to write most of the book while it was still in alpha. As you can imagine, there were many revisions as APIs stabilized.
I saw this as a chance to get the reader to build 5 of their own games, with the practicalities of procedural content generation in-between. You'll find no dry theory and heavy math. The book focuses, instead, on simple techniques that build upon each other until the algorithm comes alive.