An itch to develop a tiling city board game lead to the development of an algorithm for creating a City of Sand from a base tile.
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The script takes a base tile, identifies a number of edge connections, subdivides the tile into categorized building plots with alleys, and populates the building plots via box morph.
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Here, the city algorithm is applied to both regular and irregular tiles, developing a series of tiles with the potential to interlock in a tessellation pattern.
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A combination of regular and irregular tiles offer a combination of rotational freedom and interest.
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Tiles can be assembled and rotated to create unique tessellation patterns, and abstracted city layouts.
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Various configurations offer a combination of realism, visual interest, and gameplay potential.
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