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Dev Blog #2 — Exploring TileMapLayer Generation
Greetings, fellow traveler. Curious what you can achieve with TileMapLayer in Godot ?
Then stay and read a bit! This week I decided to follow up on last week’s work with 2D isometric assets and see what kind of options Godot offers up.
Not a member ? Don’t worry, you can click here to read it for free!
Wait a minute! I was promised a magic tool to import sprites! Where is it ?
Not how I remember it. Pretty sure I said if anyone reaches out interested in it, I would publish it. And noone did. Besides you, figure of my imagination I use to articulate my explanations.
But, let’s make it easier. If anyone reaches out or I get 10 likes on this post’s tweet or this article gets read by 10 people, I release it.
Now, back to this week’s update. After successfully importing my 2D isometric assets unto Godot and was able to create a sample city, I decided to delve deeper and see what more I could get out of them.
After much reading and pondering, I decided to create an algorithm to procedurally generate a city layout, which… is not finished. Yet. That isn’t to say I haven’t learned anything so far. I learned about TileMapLayer’s Terrain Sets, Terrains and Patterns and also tested out a way of saving and loading a given…









