An alternate use of Construct 3's Noise Texture example, where instead of filling a drawing canvas, it fills an array matching to a tilemap. These height values correspond to whether the tile is Deep Water, Shallow Water, Sand, or Grass.
I learned how to do this last week, this upcoming week I plan to learn bitmasking. I want proper grass edges depending on the 4 adjacent tiles. I will check each of the 4 tiles to see if it's grass or not grass, spitting out a 4 digit binary code each corresponding to one of sixteen unique tiles. There is a more complex version of bitmasking (8 bit) that checks all 8 surrounding tiles but I've read it requires 48 unique tiles. And an even more complex version (10 bit) that checks all that plus which of 4 terrains it is on top of requiring hecka more tiles.
I'll also add some basic mobile controls so it isn't desktop only.