Doesn't this defeat the purpose of navezgane being a hand crafted map?
Every POI is there for a reason. They tell stories based on where they are.
What you're describing sounds like RWG, but worse. Or at least that's what I understood of it after reading it.
Yes, and no. From my understanding Nav map is centered around a story, but and it has been repeated
over and over "Well if I try it I will only do it once, and so on and so on". The pois are specifically placed
and assigned to Nav not just by hand but also a NavOnly tag in poi xml, unless that has changed.
But the terrain is static, the poi PrefabSize, and YOffset are also static, so in an example of a story, you go to
poi complete task or quest, progress, repeat, until complete. There is a finite amount of lot sizes. so when
rendering it is possible to switch one poi placement with another. So you would have the same story, but
not the same movement or directional path. Neighbor hoods would look different, quest locations my be
in different biome, etc. But it would still stay true to the original design, of a 4k ish static map. With familiar
pois. When Rick spoke of a flatspot mechanic and possibly having events tied to it, it made me think of Nav
as mutate able story location. There was a similar technique in rwg before.
<terrain_generator name="vanilla2" base_height="32" water_level="38">
<module name="HM" type="NoiseFromImage">
<property name="metersPerPixel" value="15.14"/>
<property name="imageFile" value="sarek.png"/>
</module>
<module name="BIAS" type="BiasOutput">
<property name="sourceModule" value="HM"/>
<property name="bias" value="-30"/>
</module>
<output module="BIAS"/>
</terrain_generator>
The flatspot seems to have the same potential. That is why I asked about it.