Maze Game Development Using Procedural Content Generation for Maze Creation Automation
Abstract
This study implements a Depth First Search (DFS) algorithm for automatic perfect maze generation in a maze-themed game developed using Unity and the Game Development Life Cycle (GDLC) framework. Unlike previous studies that primarily focused on the correctness of maze generation, this study's tension evaluation includes algorithm performance testing, maze uniqueness evaluation, and user playability assessment in a fully playable game. Performance testing shows that the system consistently generates perfect mazes of various sizes up to 100x100 in less than three seconds. Maze uniqueness evaluation using different random seeds indicates a non-repeating maze structure and diverse solution paths. Furthermore, beta testing involving 31 users yielded a playability score of 91%, indicating high levels of usability and player acceptance. These results demonstrate that DFS-based PCG is not only computationally efficient but also suitable for practical game development and educational applications.
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DOI: https://doi.org/10.17509/edsence.v7i2.88783
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