This article presents a simple data structure for scheduling which has the potential to be extremely efficient, while maintaining elegance and simplicity. It is based of the idea of a delta clock, which I first encountered years ago in my operating systems class as an undergrad.
My main focus last week was on maze generation. From a roguelike gameplay standpoint, mazes suck. However, due to the way I have set up my map data structures, I will use maze generation in a more abstract way to generate interesting maps like dungeons and caves.