Wall Validation and Randomized Terrain Tiles
Added an algorithm in the Tileset.gd script that knows a set of 3x3 matrixes that are not allowed to appear in the map, as they will cause texture issues. The algorithm then replaces these occurences with matrices that are allowed by the tileset. There are a few edge cases where there isn't a texture for certain wall configurations, but it is considerably more rare now. A quick algorithm also sprinkles at random some of the terrain tiles. Some are collidable (like the boulders), and some are not (such as the grass). I will replace this system for a much more robust one in the future.
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