Abstract

A game capable of generating perfect mazes was created using an algorithmic approach. In retrospect, labyrinths first appear in about 430 to 440 BC. in the stories of Herodotus both in Egypt and in ancient Knossos. A perfect maze is defined as any maze that has no inaccessible areas, no circular paths and open areas, and all its points / tiles on the floor are accessible with only one path connecting any pair of them. The algorithm was implemented in C # language using Visual Studio 2019. The connection between graphics, code and all the rest of the game was made possible through Unity, a cross-platform game engine. A simple scripting tactic was followed while introducing both character navigation through the maze and UI elements for player interaction. This is essentially an introductory level with a great deal of room for future extensions and additions. The export of the final product, which for this postgraduate thesis is defined as a demo of a future integrated game, was made exclusively for computers for ease of presentation. Finally, all the elements that are either i) removed from the product or ii) will be added to it in forthcoming editions are included in the corresponding chapter.

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