I was thinking today about an old algorithm that was published that could randomly generate solvable mazes. If I can find this code and convert it to AGI Logic, I'll post it. I was just hoping that someone else might also know the algorithm to which I am referring.
I figure that it could be possible to use this code and a bunch of pics that are shaped like different branching tunnels ( +, |_, --, etc.) to make a near-infinite number of mazes in the context of the same game. This would be good for people who are adding RPG elements to their AGI games (Like Apocalyptic Quest, or the Quest for Glory-type AGI's).
I know this algorithm is used in games such as ROGUE, NETHACK, Ancient Domains of Mystery, ALPHAMAN, and others of that type. Anyone who has played these games will know what I mean.
PS - If you spill Mr. Pibb on your keyboard, you get to go out and buy a new spill-proof keyboard. Learning is fun and expensive.