The Idea of this project was to procedurally generated terrain from free assets found on itch.io, in Godot
the idea is to create an image filled with noise, and use that image to set tile position, and determine tile height, eg: pixels w/ 0 = low; pixels w/ 1 = high;
the height levels are than quanitized and assignes properties based of the quanitized_height, additional algorithims can be ran to add detail
for example, we can make another noise map of identacle size and use the values of that map to place things like houses / trees / rocks. due to the way these items are distibuted, the detail map should be high frequency
OR, you could you a low frequency map to place a biome and place detail based on biome AND height conditions
a cool thing from zelda games i likes were the walls on ledges. we can generate walls. By thesting the neighbors of the hexagon and seeing how many are on a lower quanitized_height level, we can see where we need to generate walls; side note, it is easier to use a cubed coordinate system for this. q, r, s
there are more details into making things look more map like, but its a good start,
now if things are going to be gamey, wee need a sense of scale, kinda liked this,but it didnt really work,
jumping foward, this is the scale i decided i liked, different hight levels have different offsets to make them look more natural, eg: beach clcose to water;
side note, the stair algorithim i worth mentioning, every continous cluster on cells on the same hight will need a staircase leading down to the lower level (with execptions). so select a random tile on the edge and make it a staircase, there are 2 different types of stairs, depending on how many faces are touching tiles of the same height.