I’m working on a Minesweeper-like system with digging mechanics. The level is built from “dirt cubes” that the player can destroy to explore and create paths. If the character size is 1x, the cubes are 5x.
When a cube is destroyed, a random encounter is generated: enemies, items, clues, or empty results. I’m currently handling this using a Data Asset structure for randomization, and I’d like to scale the system to manage the whole grid of dirt cubes the same way.
My idea is to also use Data Assets for the grid definition, but I haven’t found a reliable method to ensure that, for example, when the level starts it generates exactly 30 cubes within a specific area.