I suppose I could just draw a bunch of lines with random length in random locations and come out with a sort of maze like level, but I doubt that would be an interesting maze....
My first attempt was to just use a single function with deeply nested if statements, this approach worked with some success.
But I was not pleased with such an implementation, it was more of a proof of concept than a final design.
So I set about creating a recursive function to call itself for each of its neighboring tiles who met the requirements, basically neighboring tiles that had not yet been explored, basically....
This approach is a lot faster to generate a maze, but at the expense of a little more memory, (during generation).
Next step is to add some rooms to the maze!
And then final integration into Frost and Flame.
Hope to have it done before next year!