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as to doing hallways and rooms, for the cemetery you have high fences, mausoleums, tombs, hill sides, etc.
You place dots and motion sensors as normal, like say on the side of a mausoleum or a tomb stone, or the wall of a groundskeeper's hut. If they do a campsite map we might get thickets for walls and groves/clearings for rooms.
Hiding spots could be mausoleums, lockers for the groundskeepers, outhouses (for the camping site), behind trees or boulders (Willow furniture style), etc
The only thing that is a bit different is the breaker. Not sure how they'll address that.
It used to be under this one 3 story tall apartment building and there was a hatch that you had to enter to get access to it (Not very well secured since a bunch of 7 year olds gained access to it).
But it was just there.
If anything else, there could be a system where you go and get a new part for the breaker or something and then have to switch it with another to change lights in a different area.
I'm sure its a great setting thematically, but for a video game it would just suck to play.
2. Mausoleums
3. Trees and brush
4. Cemeteries aren't just big open fields without anything in them
Also:
Attached Church/Funeral Home/Business Office
Groundskeeper's office
Tool Shed
Family Tombs
Private Fenced off Sections
New Orleans style tall tombs/mausoleums
Terraced Hill cemetaries
Plus sizing the maps properly for your game (since there's no universal standard across games)
Adding lighting
Spawning interactables
Telling the ghost's AI what it can interact with
And probably things I don't remember
Are all just magically easy things to add to a unity map and don't take time at all.
These 'He bought the assets!' complaints really are annoying. If you don't like the game; leave and let us enjoy it.