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One of the most rigorous ways to ensure that a procedurally generated wave, or other form of procedurally generated levels is balanced to a particular standard is to use automated testing. When you make a wave, you (quickly) run an AI through it, with the reaction times and level of spatial awareness that you want the player to need, and if the AI can't beat ...


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Instead of passing in some random points to your noise function, you probably want to pass the X and Y coordinates of the pixel scaled in, try something like perlin = Noise(x /128.0, y /128.0)


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This can be achieved with the update_bitmask_region() function in the TileMap class. Calling it with no parameters will update the whole tilemap, which is probably what you want.


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Backtracking. Start with a solved game. Then perform random valid moves in reverse until the game is in the initial state. This usually works with any puzzle game.


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There are roughly two ways of doing autotiling - either the autotiles are counted as separate tiles and are then edited/inserted "offline", with the game rendering the required pieces straight off the map, or the tiles are stored without the information and it is only calculated and stored in memory (think how Minecraft fences work - the level files only ...


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I have the exact same question! The only thing I can find about it is in the docs for the tilemap class: https://godot.readthedocs.io/en/3.2/classes/class_tilemap.html Under the description for set_tile it reads: "Optionally, the tile can also be flipped over the X and Y coordinates, transposed, or be given autotile coordinates." I'm not sure what it ...


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Please let me know if this idea is stupid and should be thrown away, thanks! This idea is [ill-founded] and should be thrown away. And we can prove it with a little math! Let's say your seed is a 64-bit integer. That means it can hold one of \$2^{64}\$ values. That means that you can describe, at most, \$2^{64}\$ different worlds by specifying a seed. "...


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