The Solution:
I built a procedural generation tool that uses a Hex-Tile Logic:
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Hexagonal Clipping: The script generates a custom polygon mask in Python to trim square tiles into hexagons, creating that classic tabletop RPG look.
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Neighbor-Aware Randomization: Instead of pure randomness, the script uses a weighted selection. If a tile is placed, its neighbors are more likely to share similar traits, creating more "natural" clusters of terrain.
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Decorative Overlays: An "Extra" layer system procedurally scatters biome-specific props (flowers in grass, crystals in caves) based on a probability
chancevariable. -
Batch Generation: It exports 4 unique $16 \times 10$ hex-maps per biome type automatically.
The Result:
Infinite variety for game backgrounds. By simply adding a new tile sheet, I can generate an entire region's worth of content in seconds.
