Like in my castle demo, because there are no solid tiles that have empty space underneath them, Tessera is forced to build the castle on solid foundations. This is a simplified version how Caves of Qud works - it has different templates for different areas, all in one map.ĥ) You can add a lot of large scale structure to a game just be designing your tiles carefully. You can play with a Path constraint set up like that here: Ĥ) You can run the generator multiple times, on different segments of the map, using different settings for each one. Having a clearly defined path from one end to another is already a huge amount of legibility to a level. draw a road across the map, force rivers and so on. One trick I've found is if you use fixed tiles to force there to be walkable tiles at either end of a map, the Path constraint forces there to be a path between them. Bad North does this, iirc - it generates paths to the houses first so they are always walkable, then generates the rest (of course, that particular use case is covered by the Path constraint in Tessera anyway).ģ) The Path constraint (in the Pro version) is incredibly powerful, and it works globally. That could be your ground plan suggestion.Ģ) Going further on infill, you can even generate parts of your level a different way, and then let Tessera join up all the remaining bits. That means you can generate large arenas, or standardize the exits and entrances etc. That is, you design the boundary of the level (using fixed tiles) and then just generate the central parts. I don't think you can do this with any old WFC, these are mostly features specific to my addon.ġ) You can use Tessera just for "infill". Here's a few suggestions for how you can use them to get large scale results. The tools that come with the package do help quite a bit. Directing the generation is definitely a problem worth thinking about.
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