I guess the next task is to implement distance fog.
Well, the above image explains why I needed to adjust the original maze to fit a square shape. I have grand visions of other geometric shapes: tetrahedron, duodecahedron, maybe even a sphere. And if I can manage a tetrahedron, the octahedron and icosahedron shouldn't be significantly more difficult, since their faces are all equilateral triangles.
But that's for 2.0, at least. Along with head-to-head multiplayer. (Think about it: each face has a built-in starting location.)
And, it's still a ways off, but I've been considering the ghosts. Since each face is smaller than the original maze, should I put four ghosts on each face? If I place two on each face, each face can have a different combination of ghosts, but I fear there will be too few of them to pose much of a threat. Three ghosts per face feels like it might be the most balanced, but then two of the four ghost-combinations would need to be reused. And should they be able to roam from one face to another? My gut tells me 'no,' since it would allow for multiples of the same ghost on a given face; but couldn't they go through the 'bridge' in the original? (What was that bit of the maze called, anyway?)
But I shouldn't worry too much about ghost-count until I see how it plays.
I never expected the design of a Pac-Man clone to be so complicated.
And, yeah, distance fog is the first order of business tomorrow. I guess I could fill the inside of the maze with a black cube, but I think the fog will look nicer, and something needs to obscure the far side of the maze.