C H A P T E R   15

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A Maze and the Final Level

The maze has always been a mainstay of adventure games. In the early days of text adventures as well as modern-day, restricted camera type navigation, the game was free to pop up exits or treasure trove areas according to any criteria. In first-person games, however, the maze needs to be based on a physical reality. Moreover, at the very least, it should change every time the game runs, or, better yet, change in-game when specific events are triggered.

In our scenario, when the player enters the temple, with the crowbar in hand or in inventory, it will be randomly relocated to the maze. To encourage ...

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