Well, some development progress. The in-game map now reflects a proper mow branching randomly generated maze based on Prim’s Algorithm, the trickiest bit was adapting it to do without proper arrays Toquescript is a bit funny about that. After that, I created a basic start for a tileset etc etc and got it rendering properly in the engine. Tonight I got the tilesets to properly interpret the door and trigger tiles and render the proper animated tiles for them (after … MORE