Looks good! You might want to have a goal to work to, either some new items or a large stash of diamonds, once you've made it into its own dimension. I wonder if you could make it 'wrap around' eventually, so if you go far enough in one direction you come back to where you started. That could stop people getting too lost as they just generate new chunks endlessly, trying to find their way back to the (eventual) portal...
Wrapping around sounds sort of impossible, given the way the game is implemented. The maze isn't finite, but there will be treasure rooms to find. I will probably end up creating new items over time, but I'm not sure what they would be yet. I spent my free time today working on cleaning up the maze generation code so it's not so ugly to look at.
If you can't find your way to a portal, I would just say...create a new portal. But then, new dimension code is a long ways off. First a working random room system.
Today, I made okay progress. I mostly cleaned up the generation algorithms, adding two methods for adding and removing pillars (which combine to make walls). This cut out a lot of replicate for loops.
I also shifted the maze one level down one block, removing a lot of "- 1"s from my code.
These don't necessarily add new features, but it makes code generation easier in the future, and easier to understand what I did.
As for newly implemented features...I have passages between cells. Edge cases are throwing me for a run of my money though (one reason for simplifying and abstracting code)...but as I don't see any new visible bugs, I'm going to leave that alone for now.
Yes, I did remove the glass ceiling. It was interrupting my vision and workflow enough to warrant it. The maze will have a ceiling when I release it.