If people have questions regarding the topic of POIs, the Shape Menu, and Quests, go ahead and ask them below.
I'm curious what design conventions/rules TFP have regarding POI design, especially any related to integrating with the new Tile approach.
For instance, since POIs can abut each other on the new Tiles, do you develop POIs with structures that go right to the edge of the POI's area? If so, then two POI structures walls could touch each other. That can be desirable (common in big cities) but also undesirable (a tall building next to fortress walls).
Another "for instance", do you always assume the Tile provides parking spaces and thus leave parking spaces out of your POIs?
If people have questions regarding the topic of POIs, the Shape Menu, and Quests, go ahead and ask them below.
I'm curious about the development of Parts and the interface with Tiles. Do you have a way to signal what "type" of part it is that might affect placement on a Tile?
For instance, if the Tile is looking to place a Part where the marker is 6x14 and the Tile designer is thinking "any billboard", do you as a POI designer have some way of indicating the type of Part you built is a billboard? (Perhaps via the filename, XML, or some other mechanism?)
If people have questions regarding the topic of POIs, the Shape Menu, and Quests, go ahead and ask them below.
Are Parts developed like POIs in the Prefab Editor? If so, can Parts have Zombie Volumes and Quests? Example: A billboard with a quest satchel and a vulture.