Godot Version
4.6.3
Question
Hi everyone,
I’m currently dabbling in procedural level generation using a Random Walker algorithm. For my project, I am using this 32x32 dungeon tileset from OpenGameArt: Dungeon Tileset | OpenGameArt.org
I successfully got Godot’s native Terrain system to handle the basic layout without the two-tile tall brick walls. However, I’ve hit a total roadblock trying to fit those tall brick walls into the autotile system as well.
If I were designing my levels manually by hand, placing these walls wouldn’t be an issue. But because everything is being placed programmatically by the random walker script, I am at a loss as to how to approach this. Since the walls span two vertical grid cells, the standard 1-to-1 terrain bitmask layout just isn’t working out.
What is the standard workflow or approach for random generation when a wall tile visually overlaps two grid cells vertically like this? Should I be handling the wall heights directly in my generation script, or is there a way to configure the Terrain bitmasks to resolve this automatically?
Any advice, code examples, or tips would be greatly appreciated!