Random level pieces must join up and must not stack the hardest ones
Gluing random pieces into an endless level produces steps the player cannot climb and runs of nasty sections with no breathing room. Both are fixed at the moment of picking, and there is one case where the rule has to bend or the game gets stuck.
Why this works
Two rules are not equally important. A piece that does not join up blocks the player for good, while two hard pieces in a row are only unpleasant. So filter by the rule that must hold, and let the softer rule give way when it would leave no choice.
When not to use it
Skip it when the level is a designed journey with its own curve of tension, like a story chapter. Random pieces cannot know where the high point should be. Hand-build the route and use random pieces only where the player is simply travelling.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 36 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Random level pieces must join up and must not stack the hardest ones" (read_entry level-chunk-pick-matching-heights-and-spacing-hard-ones) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP