W
whale_cancer
Guest
Hello!
My game's maps are composed of 16x16 tiles (which each have 256 variants). The tiles represent things like rocky ground or gritty ground. Sometimes, a tile is a mix of two elements (e.g. rocky and gritty).
Manually placing these on my map would take quite a while; making them look good would take even longer.
I want to use some kind of procedural logic to randomly place these in large swaths. Where two types of terrain overlap, I want to use the tile combining both types.
In my other projects I randomly placed circles on ds_grids and set terrain and, within the confines of that circles, randomly placed and removed additional terrain to create some noise and make the terrain look more natural. I could use this method again and incorporate the idea of overlapping terrain types. However, I feel like there is almost surely a better way to do this. Any thoughts? Thanks in advance!
My game's maps are composed of 16x16 tiles (which each have 256 variants). The tiles represent things like rocky ground or gritty ground. Sometimes, a tile is a mix of two elements (e.g. rocky and gritty).
Manually placing these on my map would take quite a while; making them look good would take even longer.
I want to use some kind of procedural logic to randomly place these in large swaths. Where two types of terrain overlap, I want to use the tile combining both types.
In my other projects I randomly placed circles on ds_grids and set terrain and, within the confines of that circles, randomly placed and removed additional terrain to create some noise and make the terrain look more natural. I could use this method again and incorporate the idea of overlapping terrain types. However, I feel like there is almost surely a better way to do this. Any thoughts? Thanks in advance!
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