In terms of the rest of the recent comments, by the way: lots of general head-nodding on my part. I don't have anything in particular to add, and I don't think that getting into an enormous game design debate would be hugely productive as a use of my time right today, but I think there are a lot of great points.
Just as an FYI, here's what I've implemented so far, as a big part of my work yesterday:
1. In most buildings, there are at least a few rooms that are considered destroyed and thus blocked off.
2. The first item fits to the theme of the game, which is great, but it also makes for little hidey-holes that didn't exist prior to this: being able to go through the vent ducts to get to a room that is otherwise inaccessible, for instance. Previously I'd planned on doing that with locked doors, and I still will, but the rule of a locked door is that a key or switch exists somewhere that can open it.
3. In terms of the
amount of destruction in each building type, originally I'd made that a linear thing so each type was always similarly destroyed -- but thanks to comments on here I was reminded how lame that is, and now it varies widely. SO, with that, you'll find buildings that range from "everything but the lobby is practically destroyed" to "there's still 30-90 rooms to explore."
4. Overall, at the moment there's not tending to be more than about 100 rooms to explore even in the largest buildings, and I think that's going to be the way to keep things for the most part. THAT said, I think that the minority desire here for some full-out buildings might be best served not by an easter egg or cheat or alternate game mode, but by a special sort of region/building later on. If there are some buildings that are always massive but which are optional to the main gameplay (but with special side rewards of their own), then I think that's a great way to have that mechanic without it overwhelming the rest of the game. Kind of like how I'm segmenting out all the platform-y stuff into the lava flats region, and most of the creepy stuff into the "the deep" region.
5. And definitely I hear ya on the maps. I'll post screenshots of them, and probably video, on the next diary. I'm pleased with what I cooked up in terms of my external procedural dungeon design program, but now I'll just have to figure out a way to make that function in the game itself, given how many draw calls that takes at the moment.
And in general I think that handles this topic, to be honest: the majority of buildings need to not be incredi-massive, but they should still feel big, but they should also feel destroyed in order to fit with the post-apocalyptic theme. But at the same time, since we
can do incredi-massive buildings, and it hasn't been done before, that really does seem worth doing. So hence some sort of new building, probably in a new region type that you don't encounter right away in the game, is born. I like it! Thanks for all the help and thoughts as I worked through this, that really sped things along and came out with a better initial result than I otherwise would have.