The game will be a platformer mostly - think Ori and the Blind Forest; Metriodvania-ish + heavy platformer.
As for the tiling system, essentially all my tiles are the same type of object and I change the texture according to what is already surrounding the tile. I also have an image parser that I use to place tiles; specific colors yield a specific tile type (grass, wall, sand, etc). The reason I use an image rather than, say, a text file, is because most image editors come with a layering system. So for one screen (like Gearend screen where the camera is locked to an area) I can have a background layer, a foreground layer, an obstacle iayer and an entity layer. And images are nicer visually lol
I use images instead of manually creating the levels in Blender so I can easily load screens that the player is currently near, and I don’t need to worry too much about the size of the world (which I plan to be open, like Gearend, and in one scene). Using images also allow me to quickly debug levels while in game by just editing and re-saving the image - that’s just a nice touch though haha
Here’s the editor I was talking about. It’s still a WIP, but I hope this gives a better idea of what I mentioned.