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Can this asset pack generate a new labyrinth at runtime, such as on room load?

And can it be set up to account for player and/or AI movement restrictions, such as in a side-scrolling game where you have a limited jump height (perhaps with variable expanding width to  add room for some parkour)?

And/or be set up to account for the entrance and/or exit having fixed positions (such as having small labyrinth sections embedded in a larger open world)?

Thanks for reading my questions,  and thanks for making this. I look forward to using it.

Hello! Thanks for the interest! So, yes, the asset works at run-time to generate the maze, usually at the start of each room, and the maze is actually stored in a DS grid which means the data from it can be applied anywhere and doesn't HAVE to be the whole room. For the question about player and AI and stuff... And I'm not sure, if I'm honest. It generates mazes, which can be expanded or not (so the corridors are wider than the walls) and also generates a path through the maze, but other than that, the use you put it to is up to you! And yes, the generator will create start and end points in the labyrinth, and the start point is configurable to a side, a corner or random, although the end point is NOT configurable, as it is designed to create the end point as far from the start as possible, which isn't always on the opposite side of the room, given the procedural nature of the maze generation.