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@@ -40,6 +40,40 @@ Enhancements:
Add multiple floors with ramps, ladders, pits, etc.
Add a light source at each player that reveals the map as you travel through it.
Add a fog that slowly fades areas you have seen already.
+
+
+Amazing Mazes:
+ Implement some algorithms from here:
+ http://www.astrolog.org/labyrnth/algrithm.htm
+
+ Currently (Maze v5) we use the Recursive backtracker algorithm.
+ It would be nice to switch to "Growing tree algorithm" which would allow
+ a simple adjustment to affect the river of the maze. It could also have
+ a directional bias adjustment that controls the probability of digging
+ horizontally versus vertically.
+
+ After implementing this, it seems that there are two adjustments that
+ make a difference to the maze. One is the probability of continuing the
+ current path versus going back to the stack of old cells. The other is
+ the probability of picking a new versus old cell. If you always pick very
+ old cells the maze is very odd looking and boring. If you always continue
+ the current path or pick a recent cell then the maze is just like before.
+ If you sometimes pick a cell mostly at random, then the maze has many short
+ paths, but the solution is relatively direct and easy to find. I was not
+ able to find a combination of settings that makes the maze much more difficult
+ than before. Perhaps picking a mostly new path, but not always the current
+ path is slightly more difficult.
+
+ If I had to pick just one knob, then I would pick the % chance of continuing the
+ current path, with a fixed uniform probability of picking any path on the stack.
+ This gives a variety in the maze texture without ever getting a bizarre looking
+ maze.
+
+ For some complex mazes, would need to switch to an image-based map or an
+ adjacency-graph-based map.
+ Could use the mouse to move (move in small steps towards mouse - no clicking)
+
+ Ideally you could just import any image and use it as a maze.