Can we build a roguelike maze?

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Roguelikes are videogames in which the player must navigate through a procedurally generated network of rooms (and possibly tunnels) to reach the end of the game. Popular examples include Diablo, The Binding of Isaac, and Rogue itself.



Goal



To build an underground labyrinth that changes its internal configuration based on a procedural generation algorhitm, which can be reset at will by the maintaining staff (the time it takes to reset is irrelevant). The maze may reuse rooms, but it should be statistically unlikely (< 0.00001% chance) to have the very same network twice.



Constraints



Technology level should be what we expect to achieve by 2030.



Arbitrary goals for the labyrinth measures are 0.5 km2 per level, for a total of six levels.



Disregard/handwave away how the labyrinth is going to be staffed or populated.



Suppose no expenditure limits.



Finally, the deadliness and level of challenge of the labyrinth are not part of the question. The goal is to determine the engineering feasibility of the changing labyrinth, and only that.



Motivation



Suppose a villain has played the hardest games such as Rogue and concluded that those are nearly impossible to finish, so he thinks that by hiding in such a dungeon will make him harder to defeat.



Alternatively, some TV channel may be one upping the reality show business, or a theme park may be trying this as an attraction (in which cases the traps would not be deadly and the monsters would not harm the guests).










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  • I remember having a rather tidy BASIC program on my Commodore64 which could quickly fill the screen with a labyrinth generated by randomly picking / and . Are you looking for something like this?
    – L.Dutch♦
    1 hour ago










  • @L.Dutch I am looking for a way to do that, but physically (and multilevel).
    – Renan
    1 hour ago










  • The area is filled with sqaure rooms, each room having four electrically controlled doors connecting it to its neighbours. Then apply you preferred maze generating subroutine and command the door accordingly.
    – AlexP
    1 hour ago










  • What is your "statistically impossible"? Things are either possible or impossible. If possible, they may be unlikely (probability under some arbitrary number you should give us). Also, are you more interested in ways to move walls, or in control logic?
    – Mołot
    47 mins ago











  • @Mołot I edited the question on that point.
    – Renan
    20 mins ago














up vote
4
down vote

favorite
1












Roguelikes are videogames in which the player must navigate through a procedurally generated network of rooms (and possibly tunnels) to reach the end of the game. Popular examples include Diablo, The Binding of Isaac, and Rogue itself.



Goal



To build an underground labyrinth that changes its internal configuration based on a procedural generation algorhitm, which can be reset at will by the maintaining staff (the time it takes to reset is irrelevant). The maze may reuse rooms, but it should be statistically unlikely (< 0.00001% chance) to have the very same network twice.



Constraints



Technology level should be what we expect to achieve by 2030.



Arbitrary goals for the labyrinth measures are 0.5 km2 per level, for a total of six levels.



Disregard/handwave away how the labyrinth is going to be staffed or populated.



Suppose no expenditure limits.



Finally, the deadliness and level of challenge of the labyrinth are not part of the question. The goal is to determine the engineering feasibility of the changing labyrinth, and only that.



Motivation



Suppose a villain has played the hardest games such as Rogue and concluded that those are nearly impossible to finish, so he thinks that by hiding in such a dungeon will make him harder to defeat.



Alternatively, some TV channel may be one upping the reality show business, or a theme park may be trying this as an attraction (in which cases the traps would not be deadly and the monsters would not harm the guests).










share|improve this question























  • I remember having a rather tidy BASIC program on my Commodore64 which could quickly fill the screen with a labyrinth generated by randomly picking / and . Are you looking for something like this?
    – L.Dutch♦
    1 hour ago










  • @L.Dutch I am looking for a way to do that, but physically (and multilevel).
    – Renan
    1 hour ago










  • The area is filled with sqaure rooms, each room having four electrically controlled doors connecting it to its neighbours. Then apply you preferred maze generating subroutine and command the door accordingly.
    – AlexP
    1 hour ago










  • What is your "statistically impossible"? Things are either possible or impossible. If possible, they may be unlikely (probability under some arbitrary number you should give us). Also, are you more interested in ways to move walls, or in control logic?
    – Mołot
    47 mins ago











  • @Mołot I edited the question on that point.
    – Renan
    20 mins ago












up vote
4
down vote

favorite
1









up vote
4
down vote

favorite
1






1





Roguelikes are videogames in which the player must navigate through a procedurally generated network of rooms (and possibly tunnels) to reach the end of the game. Popular examples include Diablo, The Binding of Isaac, and Rogue itself.



Goal



To build an underground labyrinth that changes its internal configuration based on a procedural generation algorhitm, which can be reset at will by the maintaining staff (the time it takes to reset is irrelevant). The maze may reuse rooms, but it should be statistically unlikely (< 0.00001% chance) to have the very same network twice.



Constraints



Technology level should be what we expect to achieve by 2030.



Arbitrary goals for the labyrinth measures are 0.5 km2 per level, for a total of six levels.



Disregard/handwave away how the labyrinth is going to be staffed or populated.



Suppose no expenditure limits.



Finally, the deadliness and level of challenge of the labyrinth are not part of the question. The goal is to determine the engineering feasibility of the changing labyrinth, and only that.



Motivation



Suppose a villain has played the hardest games such as Rogue and concluded that those are nearly impossible to finish, so he thinks that by hiding in such a dungeon will make him harder to defeat.



Alternatively, some TV channel may be one upping the reality show business, or a theme park may be trying this as an attraction (in which cases the traps would not be deadly and the monsters would not harm the guests).










share|improve this question















Roguelikes are videogames in which the player must navigate through a procedurally generated network of rooms (and possibly tunnels) to reach the end of the game. Popular examples include Diablo, The Binding of Isaac, and Rogue itself.



Goal



To build an underground labyrinth that changes its internal configuration based on a procedural generation algorhitm, which can be reset at will by the maintaining staff (the time it takes to reset is irrelevant). The maze may reuse rooms, but it should be statistically unlikely (< 0.00001% chance) to have the very same network twice.



Constraints



Technology level should be what we expect to achieve by 2030.



Arbitrary goals for the labyrinth measures are 0.5 km2 per level, for a total of six levels.



Disregard/handwave away how the labyrinth is going to be staffed or populated.



Suppose no expenditure limits.



Finally, the deadliness and level of challenge of the labyrinth are not part of the question. The goal is to determine the engineering feasibility of the changing labyrinth, and only that.



Motivation



Suppose a villain has played the hardest games such as Rogue and concluded that those are nearly impossible to finish, so he thinks that by hiding in such a dungeon will make him harder to defeat.



Alternatively, some TV channel may be one upping the reality show business, or a theme park may be trying this as an attraction (in which cases the traps would not be deadly and the monsters would not harm the guests).







reality-check construction






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edited 20 mins ago

























asked 1 hour ago









Renan

34.5k981178




34.5k981178











  • I remember having a rather tidy BASIC program on my Commodore64 which could quickly fill the screen with a labyrinth generated by randomly picking / and . Are you looking for something like this?
    – L.Dutch♦
    1 hour ago










  • @L.Dutch I am looking for a way to do that, but physically (and multilevel).
    – Renan
    1 hour ago










  • The area is filled with sqaure rooms, each room having four electrically controlled doors connecting it to its neighbours. Then apply you preferred maze generating subroutine and command the door accordingly.
    – AlexP
    1 hour ago










  • What is your "statistically impossible"? Things are either possible or impossible. If possible, they may be unlikely (probability under some arbitrary number you should give us). Also, are you more interested in ways to move walls, or in control logic?
    – Mołot
    47 mins ago











  • @Mołot I edited the question on that point.
    – Renan
    20 mins ago
















  • I remember having a rather tidy BASIC program on my Commodore64 which could quickly fill the screen with a labyrinth generated by randomly picking / and . Are you looking for something like this?
    – L.Dutch♦
    1 hour ago










  • @L.Dutch I am looking for a way to do that, but physically (and multilevel).
    – Renan
    1 hour ago










  • The area is filled with sqaure rooms, each room having four electrically controlled doors connecting it to its neighbours. Then apply you preferred maze generating subroutine and command the door accordingly.
    – AlexP
    1 hour ago










  • What is your "statistically impossible"? Things are either possible or impossible. If possible, they may be unlikely (probability under some arbitrary number you should give us). Also, are you more interested in ways to move walls, or in control logic?
    – Mołot
    47 mins ago











  • @Mołot I edited the question on that point.
    – Renan
    20 mins ago















I remember having a rather tidy BASIC program on my Commodore64 which could quickly fill the screen with a labyrinth generated by randomly picking / and . Are you looking for something like this?
– L.Dutch♦
1 hour ago




I remember having a rather tidy BASIC program on my Commodore64 which could quickly fill the screen with a labyrinth generated by randomly picking / and . Are you looking for something like this?
– L.Dutch♦
1 hour ago












@L.Dutch I am looking for a way to do that, but physically (and multilevel).
– Renan
1 hour ago




@L.Dutch I am looking for a way to do that, but physically (and multilevel).
– Renan
1 hour ago












The area is filled with sqaure rooms, each room having four electrically controlled doors connecting it to its neighbours. Then apply you preferred maze generating subroutine and command the door accordingly.
– AlexP
1 hour ago




The area is filled with sqaure rooms, each room having four electrically controlled doors connecting it to its neighbours. Then apply you preferred maze generating subroutine and command the door accordingly.
– AlexP
1 hour ago












What is your "statistically impossible"? Things are either possible or impossible. If possible, they may be unlikely (probability under some arbitrary number you should give us). Also, are you more interested in ways to move walls, or in control logic?
– Mołot
47 mins ago





What is your "statistically impossible"? Things are either possible or impossible. If possible, they may be unlikely (probability under some arbitrary number you should give us). Also, are you more interested in ways to move walls, or in control logic?
– Mołot
47 mins ago













@Mołot I edited the question on that point.
– Renan
20 mins ago




@Mołot I edited the question on that point.
– Renan
20 mins ago










5 Answers
5






active

oldest

votes

















up vote
5
down vote













Well, you can go the operable wall way:



Tactical Ground



police use this Tactical Training Grid to construct distinct scenarios to train policeman. I think you can do the same but with automatized walls in a grid, that moves and deploy according to the desired pattern. To compose the maze i suspect a lot of movements will be required, so this in action could be like a giant 2-d rubik.



The trickiest part will be the connection between floors, but you can place a lot of doortraps closed and concealed and only open one per level.



All the other stuff (chests, furniture, staricases, fountains, etc) can be placed by robotic Forklifts.






share|improve this answer




















  • +1 - and the trapdoors could be covered by a layer of moving floor, with only one room having a moving floor with a square cut onto it.
    – Renan
    18 mins ago

















up vote
3
down vote













Thick floors with hydraulic pillars



Given a grid made up of 30 to 50cm square pillars, each with an independent hydraulic piston and controller allowing it to either act as a full height pillar, even to the point of acting as stairs to the room above, or sit flush with the "floor", everything else is software.



You'd need to define regions on each level that are always open space to allow for removable panels for the stairs to the lower level, but these regions aren't necessarily always available to the adventurer, they can just never be walls or stairs to the higher level.



While crude, and slightly limiting in where you can put the level changes, it will fulfill your basic requirements.



It also leaves open the option of crushing your intruder against the ceiling if he gets too close/boring






share|improve this answer





























    up vote
    1
    down vote













    Moving walls that are also mirrors.



    Something like this
    mirror maze



    But on system like this
    moveable walls



    Add the fact that you can gave 3 floors with such system and you're set for all Bruce's Lee's that may want to hunt you.



    Just remember to invest in those cured, hard to broke mirrors. 7 years of bad luck for each.






    share|improve this answer



























      up vote
      0
      down vote













      Thing is, you have plenty of time to prepare, because procedural generation is not random (at least in this case). You can map an arbitrarily large part of the labyrinth before it's actually built or used.



      Assuming we have a set of 10 type of rooms, a dozen or so of every variety, all ten are in some nice shape to be tileable (note: we don't need the mathematically significant concept of covering the full plane), and you can build whatever your want with simple cranes right now.



      With a moving platform you can even keep the "player" in the center of your arena all the time, so you don't run out of place.



      I don't see any engineering problems with it. You want the generation to be more fine/detailed, less blocky?





      share








      New contributor




      Martin S. is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.
























        up vote
        -1
        down vote













        You should check out the movie Cube: https://www.imdb.com/title/tt0123755/ The maze keep changing, with almost infinite possible combinations. In a sense it's a rogue like maze.



        It consist of many rooms that are shaped like cubes with different sets of traps (some with no traps at all). Each room has six hatches that leads to other cube like rooms. The structure is basically i gigantic cube, made off smaller cubes.



        Spoiller alert - As the time passes by, the rooms move, like a Rubik cube, modifying completely the structure of the maze.






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          5 Answers
          5






          active

          oldest

          votes








          5 Answers
          5






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes








          up vote
          5
          down vote













          Well, you can go the operable wall way:



          Tactical Ground



          police use this Tactical Training Grid to construct distinct scenarios to train policeman. I think you can do the same but with automatized walls in a grid, that moves and deploy according to the desired pattern. To compose the maze i suspect a lot of movements will be required, so this in action could be like a giant 2-d rubik.



          The trickiest part will be the connection between floors, but you can place a lot of doortraps closed and concealed and only open one per level.



          All the other stuff (chests, furniture, staricases, fountains, etc) can be placed by robotic Forklifts.






          share|improve this answer




















          • +1 - and the trapdoors could be covered by a layer of moving floor, with only one room having a moving floor with a square cut onto it.
            – Renan
            18 mins ago














          up vote
          5
          down vote













          Well, you can go the operable wall way:



          Tactical Ground



          police use this Tactical Training Grid to construct distinct scenarios to train policeman. I think you can do the same but with automatized walls in a grid, that moves and deploy according to the desired pattern. To compose the maze i suspect a lot of movements will be required, so this in action could be like a giant 2-d rubik.



          The trickiest part will be the connection between floors, but you can place a lot of doortraps closed and concealed and only open one per level.



          All the other stuff (chests, furniture, staricases, fountains, etc) can be placed by robotic Forklifts.






          share|improve this answer




















          • +1 - and the trapdoors could be covered by a layer of moving floor, with only one room having a moving floor with a square cut onto it.
            – Renan
            18 mins ago












          up vote
          5
          down vote










          up vote
          5
          down vote









          Well, you can go the operable wall way:



          Tactical Ground



          police use this Tactical Training Grid to construct distinct scenarios to train policeman. I think you can do the same but with automatized walls in a grid, that moves and deploy according to the desired pattern. To compose the maze i suspect a lot of movements will be required, so this in action could be like a giant 2-d rubik.



          The trickiest part will be the connection between floors, but you can place a lot of doortraps closed and concealed and only open one per level.



          All the other stuff (chests, furniture, staricases, fountains, etc) can be placed by robotic Forklifts.






          share|improve this answer












          Well, you can go the operable wall way:



          Tactical Ground



          police use this Tactical Training Grid to construct distinct scenarios to train policeman. I think you can do the same but with automatized walls in a grid, that moves and deploy according to the desired pattern. To compose the maze i suspect a lot of movements will be required, so this in action could be like a giant 2-d rubik.



          The trickiest part will be the connection between floors, but you can place a lot of doortraps closed and concealed and only open one per level.



          All the other stuff (chests, furniture, staricases, fountains, etc) can be placed by robotic Forklifts.







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered 57 mins ago









          Onofre Pouplana

          69449




          69449











          • +1 - and the trapdoors could be covered by a layer of moving floor, with only one room having a moving floor with a square cut onto it.
            – Renan
            18 mins ago
















          • +1 - and the trapdoors could be covered by a layer of moving floor, with only one room having a moving floor with a square cut onto it.
            – Renan
            18 mins ago















          +1 - and the trapdoors could be covered by a layer of moving floor, with only one room having a moving floor with a square cut onto it.
          – Renan
          18 mins ago




          +1 - and the trapdoors could be covered by a layer of moving floor, with only one room having a moving floor with a square cut onto it.
          – Renan
          18 mins ago










          up vote
          3
          down vote













          Thick floors with hydraulic pillars



          Given a grid made up of 30 to 50cm square pillars, each with an independent hydraulic piston and controller allowing it to either act as a full height pillar, even to the point of acting as stairs to the room above, or sit flush with the "floor", everything else is software.



          You'd need to define regions on each level that are always open space to allow for removable panels for the stairs to the lower level, but these regions aren't necessarily always available to the adventurer, they can just never be walls or stairs to the higher level.



          While crude, and slightly limiting in where you can put the level changes, it will fulfill your basic requirements.



          It also leaves open the option of crushing your intruder against the ceiling if he gets too close/boring






          share|improve this answer


























            up vote
            3
            down vote













            Thick floors with hydraulic pillars



            Given a grid made up of 30 to 50cm square pillars, each with an independent hydraulic piston and controller allowing it to either act as a full height pillar, even to the point of acting as stairs to the room above, or sit flush with the "floor", everything else is software.



            You'd need to define regions on each level that are always open space to allow for removable panels for the stairs to the lower level, but these regions aren't necessarily always available to the adventurer, they can just never be walls or stairs to the higher level.



            While crude, and slightly limiting in where you can put the level changes, it will fulfill your basic requirements.



            It also leaves open the option of crushing your intruder against the ceiling if he gets too close/boring






            share|improve this answer
























              up vote
              3
              down vote










              up vote
              3
              down vote









              Thick floors with hydraulic pillars



              Given a grid made up of 30 to 50cm square pillars, each with an independent hydraulic piston and controller allowing it to either act as a full height pillar, even to the point of acting as stairs to the room above, or sit flush with the "floor", everything else is software.



              You'd need to define regions on each level that are always open space to allow for removable panels for the stairs to the lower level, but these regions aren't necessarily always available to the adventurer, they can just never be walls or stairs to the higher level.



              While crude, and slightly limiting in where you can put the level changes, it will fulfill your basic requirements.



              It also leaves open the option of crushing your intruder against the ceiling if he gets too close/boring






              share|improve this answer














              Thick floors with hydraulic pillars



              Given a grid made up of 30 to 50cm square pillars, each with an independent hydraulic piston and controller allowing it to either act as a full height pillar, even to the point of acting as stairs to the room above, or sit flush with the "floor", everything else is software.



              You'd need to define regions on each level that are always open space to allow for removable panels for the stairs to the lower level, but these regions aren't necessarily always available to the adventurer, they can just never be walls or stairs to the higher level.



              While crude, and slightly limiting in where you can put the level changes, it will fulfill your basic requirements.



              It also leaves open the option of crushing your intruder against the ceiling if he gets too close/boring







              share|improve this answer














              share|improve this answer



              share|improve this answer








              edited 38 mins ago

























              answered 1 hour ago









              Separatrix

              68.5k30160269




              68.5k30160269




















                  up vote
                  1
                  down vote













                  Moving walls that are also mirrors.



                  Something like this
                  mirror maze



                  But on system like this
                  moveable walls



                  Add the fact that you can gave 3 floors with such system and you're set for all Bruce's Lee's that may want to hunt you.



                  Just remember to invest in those cured, hard to broke mirrors. 7 years of bad luck for each.






                  share|improve this answer
























                    up vote
                    1
                    down vote













                    Moving walls that are also mirrors.



                    Something like this
                    mirror maze



                    But on system like this
                    moveable walls



                    Add the fact that you can gave 3 floors with such system and you're set for all Bruce's Lee's that may want to hunt you.



                    Just remember to invest in those cured, hard to broke mirrors. 7 years of bad luck for each.






                    share|improve this answer






















                      up vote
                      1
                      down vote










                      up vote
                      1
                      down vote









                      Moving walls that are also mirrors.



                      Something like this
                      mirror maze



                      But on system like this
                      moveable walls



                      Add the fact that you can gave 3 floors with such system and you're set for all Bruce's Lee's that may want to hunt you.



                      Just remember to invest in those cured, hard to broke mirrors. 7 years of bad luck for each.






                      share|improve this answer












                      Moving walls that are also mirrors.



                      Something like this
                      mirror maze



                      But on system like this
                      moveable walls



                      Add the fact that you can gave 3 floors with such system and you're set for all Bruce's Lee's that may want to hunt you.



                      Just remember to invest in those cured, hard to broke mirrors. 7 years of bad luck for each.







                      share|improve this answer












                      share|improve this answer



                      share|improve this answer










                      answered 33 mins ago









                      SZCZERZO KŁY

                      14.1k22142




                      14.1k22142




















                          up vote
                          0
                          down vote













                          Thing is, you have plenty of time to prepare, because procedural generation is not random (at least in this case). You can map an arbitrarily large part of the labyrinth before it's actually built or used.



                          Assuming we have a set of 10 type of rooms, a dozen or so of every variety, all ten are in some nice shape to be tileable (note: we don't need the mathematically significant concept of covering the full plane), and you can build whatever your want with simple cranes right now.



                          With a moving platform you can even keep the "player" in the center of your arena all the time, so you don't run out of place.



                          I don't see any engineering problems with it. You want the generation to be more fine/detailed, less blocky?





                          share








                          New contributor




                          Martin S. is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                          Check out our Code of Conduct.





















                            up vote
                            0
                            down vote













                            Thing is, you have plenty of time to prepare, because procedural generation is not random (at least in this case). You can map an arbitrarily large part of the labyrinth before it's actually built or used.



                            Assuming we have a set of 10 type of rooms, a dozen or so of every variety, all ten are in some nice shape to be tileable (note: we don't need the mathematically significant concept of covering the full plane), and you can build whatever your want with simple cranes right now.



                            With a moving platform you can even keep the "player" in the center of your arena all the time, so you don't run out of place.



                            I don't see any engineering problems with it. You want the generation to be more fine/detailed, less blocky?





                            share








                            New contributor




                            Martin S. is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                            Check out our Code of Conduct.



















                              up vote
                              0
                              down vote










                              up vote
                              0
                              down vote









                              Thing is, you have plenty of time to prepare, because procedural generation is not random (at least in this case). You can map an arbitrarily large part of the labyrinth before it's actually built or used.



                              Assuming we have a set of 10 type of rooms, a dozen or so of every variety, all ten are in some nice shape to be tileable (note: we don't need the mathematically significant concept of covering the full plane), and you can build whatever your want with simple cranes right now.



                              With a moving platform you can even keep the "player" in the center of your arena all the time, so you don't run out of place.



                              I don't see any engineering problems with it. You want the generation to be more fine/detailed, less blocky?





                              share








                              New contributor




                              Martin S. is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                              Check out our Code of Conduct.









                              Thing is, you have plenty of time to prepare, because procedural generation is not random (at least in this case). You can map an arbitrarily large part of the labyrinth before it's actually built or used.



                              Assuming we have a set of 10 type of rooms, a dozen or so of every variety, all ten are in some nice shape to be tileable (note: we don't need the mathematically significant concept of covering the full plane), and you can build whatever your want with simple cranes right now.



                              With a moving platform you can even keep the "player" in the center of your arena all the time, so you don't run out of place.



                              I don't see any engineering problems with it. You want the generation to be more fine/detailed, less blocky?






                              share








                              New contributor




                              Martin S. is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                              Check out our Code of Conduct.








                              share


                              share






                              New contributor




                              Martin S. is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                              Check out our Code of Conduct.









                              answered 46 secs ago









                              Martin S.

                              42




                              42




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                                  up vote
                                  -1
                                  down vote













                                  You should check out the movie Cube: https://www.imdb.com/title/tt0123755/ The maze keep changing, with almost infinite possible combinations. In a sense it's a rogue like maze.



                                  It consist of many rooms that are shaped like cubes with different sets of traps (some with no traps at all). Each room has six hatches that leads to other cube like rooms. The structure is basically i gigantic cube, made off smaller cubes.



                                  Spoiller alert - As the time passes by, the rooms move, like a Rubik cube, modifying completely the structure of the maze.






                                  share|improve this answer


























                                    up vote
                                    -1
                                    down vote













                                    You should check out the movie Cube: https://www.imdb.com/title/tt0123755/ The maze keep changing, with almost infinite possible combinations. In a sense it's a rogue like maze.



                                    It consist of many rooms that are shaped like cubes with different sets of traps (some with no traps at all). Each room has six hatches that leads to other cube like rooms. The structure is basically i gigantic cube, made off smaller cubes.



                                    Spoiller alert - As the time passes by, the rooms move, like a Rubik cube, modifying completely the structure of the maze.






                                    share|improve this answer
























                                      up vote
                                      -1
                                      down vote










                                      up vote
                                      -1
                                      down vote









                                      You should check out the movie Cube: https://www.imdb.com/title/tt0123755/ The maze keep changing, with almost infinite possible combinations. In a sense it's a rogue like maze.



                                      It consist of many rooms that are shaped like cubes with different sets of traps (some with no traps at all). Each room has six hatches that leads to other cube like rooms. The structure is basically i gigantic cube, made off smaller cubes.



                                      Spoiller alert - As the time passes by, the rooms move, like a Rubik cube, modifying completely the structure of the maze.






                                      share|improve this answer














                                      You should check out the movie Cube: https://www.imdb.com/title/tt0123755/ The maze keep changing, with almost infinite possible combinations. In a sense it's a rogue like maze.



                                      It consist of many rooms that are shaped like cubes with different sets of traps (some with no traps at all). Each room has six hatches that leads to other cube like rooms. The structure is basically i gigantic cube, made off smaller cubes.



                                      Spoiller alert - As the time passes by, the rooms move, like a Rubik cube, modifying completely the structure of the maze.







                                      share|improve this answer














                                      share|improve this answer



                                      share|improve this answer








                                      edited 14 mins ago

























                                      answered 22 mins ago









                                      Antonio Amaral Braga

                                      66312




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