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Also it's the same map.
Exempli gratia - a Zombie near a house wants to get a player inside, the house is modular. It sets an AI path for the player and finds an area marked for modular housing. It goes in a straight line to the edge of the marked surface on the topography then searches for the nearest node. The node for State of Decay would be something climbable, or a breakable window, as the noclip/noclimb surfaces are irrelevant.
It finds the node, jumps in the window or climbs the surface, then checks the internal pathing for the modular structure and lays out a line from that point to the player. I'd think this works best for modulation because each structure would have an internal pathing layout that would go along with it's modulation and the zombies would, therefore, only have to network with the specific path node and then check the internal layout that comes with the structure once it hits it - no requirement for being able to always understand a full path immediately.
Not sure if this is possible in the engine, but it seems an effective method.
I do think there would be some people here that could come up with something better.
This would, at least, give you the same topgraphy but a different feel each time. The quantity of permutations based on just having a few different types within a small/medium/large setup would be great enough to supply you with a world that feels new.
And aye, citing back to the idea of sandbox; it is intended to roll on multiple times but the game won't be any different in the sense of the map, the zombies, the missions, so you would likely get bored semi-quickly.
The reason I brought up pathing is that I pitched this to the devs on the forum and it someone made a more basic version of what I said which was picked up by the devs in one of the Twitch sessions. The idea of modular housing was said to be an impossibility due to pathing issues for modular homes. I disagree and motion to my method, but acquiesce that they know far more about the engine capacities than I.
Easiest thing I can think of would be to have the ability to call for supplies by airdrop on the radio, maybe also have missions to recover randomly created supply caches in fields and whatnot.
For the modular homes, do you mean modular as in randomly generating floorplans, based on modular rooms plugged together or taking the existing homes and shuffling the position of their lots? The first I would say is more trouble than it is worth, but you might be able to manage the second. If that is possible, it may also be viable to remap the streets, which is what you really need to do to make the map feel new.
I think the best bet, to minimize calculations - though offering less randomization - would be doing an entire floorplan as the module as opposed to the rooms. That would make the pathing easier and also make there be just one array as opposed to a multi-dimensional arrray. That is to say that you just say "Hey house lot, which of these 3 houses do you want on you?" as opposed to "Hey house lot, which of these 3 houses do you want on you? Okay, we chose which of the three, now choose room 1! Okay, you did that, now two! Okay, now what style of hallways? Cool, now room 3! Now room 4?" Et cetera.
If we were able to modulate floor plans then this would be a first step to the next point of multi-room changes, which would make so many combinations across the map that you'd never play the same game twice. The modulation of the entire house pretty much does that anyway, depending on how many permutations you do per lot, 3 seemed decent enough.
Once you looted a building and took it all out instead of showing that icon on the map that tells you theres nothing left it goes unexplored again. so the unexplored houses might contain stuff or they might be empty, you dont know.
and every 1 or 2 days 1 or 2 depleted buildings get some loot again, but youll have to search for it.
For me, a lot of the proposed methods I've seen around have felt very "fourth wall" breaking. I assume that was another reason that they settled for a map reset.
Though I do submit that you pretty immediately break the fourth wall when you start messing with the code and trying to mod things, haha.
lol sure we're breaking a 4rth wall, but we're trying to break it a lil less then their solution.