Zagafaction is a procedural map generation utility intended to be used for generating mazes with pleasing and interesting qualities. It uses Prim's Algorithm at its core, but where Prim's algorithm uses randomness to make decisions I'm hoping to find a set of design principles that will make for better mazes.
Currently the implementation is quite nascent and far from the concept. It's mostly a testbed for procedural maze generation ideas.
I'm currently working on a series of articles that will explain the underlying principles.
Zagafaction uses rasem to generate svg output for visualizing the mazes.
To see it in action do
ruby lib/zagafaction.rb
If the generation takes too long, use ctrl+c to exit out. It really shouldn't take very long... Although periodically there are performance issues.