# Modular Station Design Doc ###### tags: `design-doc` `gooncode` :::info Feel free to make good-faith edits and comments to this design document as necessary. ::: [toc] ## Introduction :::danger I will not, nor ever intend to, push for the introduction of this map to the regular rotation! This is an exercise in silliness, and I will not be prioritising the maintainability of any systems created as a result of implementation! ::: You ever played *Betrayal at House on the Hill*? That board game where you slowly construct a haunted house through sticking tiles together that make up the various rooms and passages? <center> ![Photo of the game in question during play.](https://cf.geekdo-images.com/Ca3K5Jwv3gh-tMpsGU2mqQ__imagepage/img/zfbAGpIwfD13CcpwHu-t0Sqz6X0=/fit-in/900x600/filters:no_upscale():strip_icc()/pic767248.jpg) *Image by @Chris Barnard on Board Game Geek (July 23, 2010)* </center> Yeah, that. But what if it was a station? ## Considerations ### Features - Generate a random station layout at runtime. - Depending on how performant this system is, furnishing could also be done at runtime or prefabricated rooms could be used instead. ### Challenges - How the fuck is maintenance gonna work, if at all? - What if the output is just consistently garbage? No point in putting in all that work to make the system if it's just not fun to play on the results. - You're gonna have to make a lot of different department modules if you go the prefab route. Hope you like mapping! - Oh, you don't wanna do prefabs? You're gonna have to figure out how to implement room furnishing! - **GARBAGE DISPOSAL AAAAAAAAA** ## Implementation