Damocles
New member
The frequency of POIs: there is unfortunately only so many large POIs that can be made.
With the workflow of manually crafting the POIs there will always be less than experienced players would like to have. Its bound to repeat.
The solution: procedurally generated POIs from template sections.
This does not work for very specific and iconic "dungeon" POIs, but for a large range of industrial and apartment buildings.
Just having the floor plan of a skyscraper have a random setup would increase the replayability, as the player would not know the "perfect path" beforehand. Larger apartment buildings could have a random arrangement of the rooms within its general frame. (and additional floors).
An "erosion procedure" could then knock out some blocks, and exchange others to a broken version to add visual variety.
Houses could have a set of template "slots" that can be filled with kitchen appliances, furniture, drawers, sofas, shelves, beds etc. And then the mentioned erosion run over it to make it unique.
The outside could get a paint-job from a set of predefined templates.
Since the template-sections of this slot-system are still manually crafted, they can be improved and refined later as needed. (For the results to look good there must be the right balance between procedural and manual elements)
Loot, safes and zombie spawners would not be on expected positions. Players can not speedrun those POIs then, they need to engage them carefully.
In the end, there would be an endless supply of novel POIs to explore. ... and that is a good salespoint too.
With the workflow of manually crafting the POIs there will always be less than experienced players would like to have. Its bound to repeat.
The solution: procedurally generated POIs from template sections.
This does not work for very specific and iconic "dungeon" POIs, but for a large range of industrial and apartment buildings.
Just having the floor plan of a skyscraper have a random setup would increase the replayability, as the player would not know the "perfect path" beforehand. Larger apartment buildings could have a random arrangement of the rooms within its general frame. (and additional floors).
An "erosion procedure" could then knock out some blocks, and exchange others to a broken version to add visual variety.
Houses could have a set of template "slots" that can be filled with kitchen appliances, furniture, drawers, sofas, shelves, beds etc. And then the mentioned erosion run over it to make it unique.
The outside could get a paint-job from a set of predefined templates.
Since the template-sections of this slot-system are still manually crafted, they can be improved and refined later as needed. (For the results to look good there must be the right balance between procedural and manual elements)
Loot, safes and zombie spawners would not be on expected positions. Players can not speedrun those POIs then, they need to engage them carefully.
In the end, there would be an endless supply of novel POIs to explore. ... and that is a good salespoint too.
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