Deleted a few stray files and scenes we didn't actually want. Also
refactored randomness in maze generation so it all uses a central random
object (Maze.rnd is now a public static member used universally) - this
just completely avoids the nonsense "oh, you generated a new rand way too
fast bro!" problem. Also began toying around with noise, since I was
worried it was eating too much time. Turns out the real deal breaker with
loading the game is loading rooms - takes a real long time to load rooms
into Unity, so I'm going to start working on dynamic loading / unloading
of rooms now to avoid that issue. Especially with the fog in place, this
should be a pretty strong optimization (no reason to have anything more
than one room and its adjacent corridors loaded at any time, really)
Initial version of dynamic loading / unloading of rooms. There seems to be
a very noticable chug when loading rooms, which will very definitely need
to be addressed, but I do beleive this will allow for much larger mazes.
I'm going to start fiddling and testing much larger mazes to see if my
hypothesis holds.
Things are fixed up so new levels spawn larger mazes. Cubes don't load
over frames yet, but I'll get that after beta, I guess. Should be okay
with the lag for now.