1
edit
Changes
no edit summary
Path guaranteeing:
If we have a building grid, like so, where x is a building and o is not a building:
<pre>
XOOXX
XXOOX
XXOXX
XOXXX
</pre>
Then we'll have an exit point defined in the topmost row, either at column 2 or 3. Our next row will look like one of these possibilities (I'll assume the exit point is 3). The ? marks are pseudo-randomly determined to be a building or not a building depending on our maze generation algorithm.
<pre>
??O?? new endpoint is 3
?OO?? new endpoint is 2
OOO?? new endpoint is 1
??OO? new endpoint is 4
??OOO new endpoint is 5
</pre>
The most likely endpoint here would be 3, with endpoints of 2 and 4 less likely, and 1 and 5 even less likely, although the chance of getting 2,4,1, or 5 would increase with the difficulty level. If it's not possible for the ship to move fast enough to navigate X squares over in a row, then we'll remove that as a possibility, so that the maximum difference between end points in adjacent rows would be x - 1
[http://zenit.senecac.on.ca/wiki/index.php/GAM666/DPS901_Project_requirements_20103#Phase_1 *How to write game proposal]