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PROPOSAL_20220899.md
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- [My proposal](#my-proposal)
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- [Basic Information](#basic-information)
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- [Video Game: nag a ram](#video-game-nag-a-ram)
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- [Game Mechanics](#game-mechanics)
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- [Technical Implementation](#technical-implementation)
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- [Use of AI](#use-of-ai)
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# My proposal
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## Basic Information
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- Name: Yu Min Choi
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- ID: 20220899
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- [Repository](https://git.prototyping.id/20220899/homework5)
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## Video Game: nag a ram
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_**nag a ram**_ is an anagram game that helps English speakers improve problem-solving skills and build vocabulary.
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> An anagram is a word or phrase made by using the letters of another word or phrase in a different order. For example, _silent_ and _listen_ are anagrams. _triangle_, _alerting_, _integral_, and _relating_ are all anagrams of one another.
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>
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> \*_nag a ram_ is an anagram of _anagram_.
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### Game Mechanics
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**How to Play**
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1. A base word appears on screen. The player can choose the number of letters beforehand or leave it random.
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2. Drag the letter tiles to rearrange them into a valid anagram before time runs out. The time limit scales with word length — longer words get more time.
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3. Press **Complete** to submit the answer.
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4. If correct, the player earns points and can save the word to a personal vocabulary list for later review.
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5. If incorrect or time runs out, one life is lost. The player has 5 lives per session. Once all lives are spent, there is a 5-minute cooldown before the game can be restarted.
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**Constraints**
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- Word: Single word only
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- Time: Scales with word length
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- Lives: 5 per session
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**Scoring**
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- Base points: Awarded per correct answer, scaled by word length
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- Streak bonus: Multiplied by consecutive correct answers
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- Easter egg: Double points for palindrome answers
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**Interface**
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The letter tiles are designed to resemble wooden blocks, giving the game a tactile, physical feel reminiscent of classic word games like Scrabble.
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### Technical Implementation
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[**Random Word API**](https://random-word-api.herokuapp.com/)
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The base word is randomly generated using the Random Word API with a length parameter.
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For example,
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https://random-word-api.herokuapp.com/word?length=9 returns:
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```json
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["triangle"]
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```
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[**Anagramica API**](http://anagramica.com/api)
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Once base word fetched from the Random Word API, the Anagramica API is used to verify at least one valid anagram (excluding the base word itself) exists. If the player's submission matches any word in the array, the answer is validated.
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For example, http://www.anagramica.com/best/:triangle returns:
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```json
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{
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"best": ["alerting", "altering", "integral", "relating", "triangle"]
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}
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```
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**Word module**
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- `fetchRandomWord(length)`: Fetches a random word from the Random Word API with the specified or random length
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- `fetchAnagrams(word)`: Fetches valid anagrams from the Anagramica API
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- Uses `.filter()` to exclude the base word and ensure at least one valid anagram exists
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- `validateAnswer(answer, anagrams)`: Checks if the player's input matches a valid anagram
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- Uses `.includes()` to search the anagram array
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- `isPalindrome(answer)`: Checks if the given word is a palindrome
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- Uses recursion to compare letters inward from both ends
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**Game class**
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Manages state: score, timer, lives, streak
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- `addScore(wordLength)`: Calculates and adds points based on word length, applies the streak multiplier, and doubles points if the palindrome check passes
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- `startTimer(wordLength, onTick, onTimeUp)`: Starts a countdown scaled to word length
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- `stopTimer()`: Stops the timer, either when the player submits an answer or when time runs out
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- `deductLife()`: Removes a life and resets the streak
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- `isGameOver()`: Checks if all lives have been used
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**Vocabulary class**
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## Use of AI
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AI was used to paraphrase and refine the written content of this proposal.
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# Untitled Maze Game - ID30011 Midterm Project Proposal
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- **Name:** Bumgyu Suh
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- **Student ID:** 20240905
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- **Repository URL:** https://git.prototyping.id/20240905/homework5
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## Table of Contents
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1. [Game Description and Mechanics](#game-description-and-mechanics)
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- [Objective](#objective)
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- [Core Mechanics](#core-mechanics)
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- [Win / Lose Conditions](#win--lose-conditions)
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- [Player Controls](#player-controls)
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2. [Visual Design and Implementation](#visual-design-and-implementation)
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- [Visual Style](#visual-style)
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- [Game Elements](#game-elements)
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- [Implementation](#implementation)
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3. [Challenges and Features](#challenges-and-features)
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- [Expected Challenges](#expected-challenges)
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- [Features and Concepts Used](#features-and-concepts-used)
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# Game Description and Mechanics
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**Untitled Maze Game** is planned to be a **3D first-person maze game** made using [Babylon.js](https://www.babylonjs.com/), where the player is attempting to escape from a dungeon. The game is structured in levels. In each level, a **procedurally generated maze** is created, and the player must find the key to the exit in one of the chests in the level, and the exit to advance to the next level. The twist is, if the player opens a chest that the player has already opened before, the player dies and the game is over. The score is determined by how many levels the player wins, and how fast. The ultimate goal is to get the highest highscore.
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## Objective
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- Search through the chests of the level to find the exit key.
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- Avoid opening chests that has already been opened before.
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- Escape the maze by finding the exit with the exit key.
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- Progress through as many levels as possible, as quickly as possible.
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## Core Mechanics
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- Each level generates a new maze with increasing size or complexity.
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- The main challenge is **memory-based navigation** and **speed**:
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- If the player opens a **chest that has already been opened before**, the player dies.
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- This forces the player to remember previous paths and avoid repeating mistakes.
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- The player also has an incentive to make decisions quick to complete the level in the shortest amount of time.
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## Win / Lose Conditions
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- **Win (per level):** Reach the exit of the maze with the key.
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- **Lose:** Re-open a previously opened chest.
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## Player Controls
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- `W/A/S/D` keys for movement
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- Mouse movement to control camera direction
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- Left click with mouse while facing a chest to "open" chest
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1. When correct chest with key: gives key right away
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2. When chest without key: shows that it is the wrong chest
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3. When chest that has already been opened: game over
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- Automatic progression to next level when the "exit area" is reached
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---
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# Visual Design and Implementation
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## Visual Style
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The game will have a simple 3D dungeon-like appearance, with each wall being as large as the walkable space, similar to a maze built in Minecraft:
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- Dark environment (dungeon setting)
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- Walls forming a maze
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- Minimal lighting to create atmosphere
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- The player is represented through a **first-person camera** (no visible body)
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## Game Elements
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| Element | Description | Implementation |
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|----------------|------------------------------------------|----------------|
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| Player | First-Person View (cannot see oneself) | Camera object |
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| Maze | Procedurally generated dungeon layout | 2D array → 3D meshes |
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| Walls | Maze boundaries | Box meshes |
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| Floor | Ground surface | Plane mesh |
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| Exit | Goal area (highlighted ground) | Plane mesh highlighted in yellow |
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| Chests | Special tracked cells | Box mesh |
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| UI | Score (round count), instructions | Text overlay |
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---
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## Implementation
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### Maze Representation
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The maze will be stored as a 2D array that stores ID corresponding to this:
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- 0 = empty path
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- 1 = wall
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- 2 = not-yet opened chest without key
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- 3 = already opened before chest
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- 4 = chest with key
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- 5 = starting point
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- 6 = exit
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This grid will be converted into 3D.
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---
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### Procedural Generation
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Each level:
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1. Generate a new maze with walls and empty paths (0s and 1s in the array)
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2. Identify dead-end cells, put chests in them
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3. Make one of the chests the chest with the key
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4. Make another "chest" (dead-end) the exit
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5. Randomly place player in empty path position
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These steps will be implemented as a sequence of functions using **functional programming**.
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---
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### Maze Array Logic
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States that need to be stored are stored in the level array (whether chest has been opened, whether the chest is the chest with the key).
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- The game will store opened chests by turning the value in the array to 3.
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- When the player opens a chest marked with 3, the game over screen shows.
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- When the player reaches an "exit" space WITHOUT the key, the player is told to find the key first.
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- When the player reaches an "exit" space WITH the key, the player proceeds to the next level.
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---
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# Challenges and Features
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## Expected Challenges
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### 1. Procedural Maze Generation
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Generating a valid and solvable maze for every level while keeping it balanced in difficulty.
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### 2. Difficulty Scaling
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Designing how the maze size increases over levels without making the game frustrating or too easy. Making the highscore meaningful to incentivize fast gameplay, which turns a boring memorization-based game into something more competitive in order to be fun.
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### 3. Player Navigation Experience
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Ensuring that the maze is readable enough for satisfying gameplay without visual confusion.
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### 4. Learning to use the Babylon.js
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Learning a completely new thing I have never used before effectively.
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---
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## Features and Concepts Used
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The implementation will use the following concepts learned in class:
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- **JavaScript arrays** (maze array, chests' state)
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- **Functional programming** (steps involved in maze generation)
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- **Event handling** (keyboard and mouse input)
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- **Using javascript libraries** (using [Babylon.js](https://www.babylonjs.com/))
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- **Working with real-time** (stopwatch system for high score)
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Reference in New Issue
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