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[RMVX] MAKING A DUNGEON

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Hihi. I'm really new to making stuff with RPG Maker and all, especially with mapping and whatnot. I figured using the "Generate Dungeon" option probably isn't the best, so I was wondering: How should I go about making a dungeon? I get rather stumped when I think about what I specifically want to do with it. I know that I want the player to get from point A to point B, but I want it to be more complex than just a stock generated dungeon. Should I offer a lot of branching paths to treasure? Slap a puzzle or a mini-boss in it? Have my character cook a great meal for a demon in order to pass through?

Any advice would be great. ; w ;
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
The first thing to think about is where the dungeon is and its setting, as this will give you the concept for a lot of the puzzles: for example, if your dungeon is located in an icy place you might have the majority of puzzles centerered around sliding blocks along ice paths. If it's in an old waterway you might have to raise/lower the water level to progress, etc.

Once you know that, figure out the central puzzle gimmick for that dungeon. This is what most of your puzzles will revolve around, but that isn't to say you can't have puzzles of other types dotted around.

Once you've determined that, I would start mapping the various areas/rooms of the dungeon; it may help to work backwards from the end and work out what you need to do to "undo" your progress back to the start--kind of like reversing those "find the path" puzzles.

Finally, pick a point about halfway through the dungeon and figure out a way to open up a shortcut there back to the start. Then do the same for the end. You can have a midway boss if you like, then add a boss at the end and there's your dungeon!
unity
You're magical to me.
12540
You might want to start on paper, so you can get all the basics down without worrying about mapping any of it right away. Put yourself in the mind of a potential player. "If I was playing a dungeon, what would be some cool stuff I could encounter? If I fork the path here, how will that affect how a potential player would explore the map?"

Other than that, just have fun with it. If you're still stumped, think about a theme, and base the dungeon's layout, encounters and puzzles around that. You don't have to go with a simple, strict elemental type theme, either, it can be as abstract as you want, as long as it makes the dungeon feel unified. If you did a theme of ascension, for example, you could make the whole dungeon an upward climb, with detours (and possibly traps) that sent the player falling down. Anything is possible! Let your imagination run wild ^_^
We do have a few nifty tutorials on the site about dungeon crafting, if you wanna look for them. They'll be in either the article or tutorial section. ^.^
I started making my dungeon and I'm kinda happy with the layout I have planned for it and all, but the recurring puzzle that I want to put in it is pushing these big spheres around onto switches to progress further. I figured out a way to push an event that looks like a big sphere, but I'm not really sure how to make things happen once a sphere is on a certain tile. Help? ; w ;
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
As part of the sphere's event page where it moves, set two variables to the X and Y coordinate of the sphere event, have conditional branches checking whether those variables match the X and Y of the target tile, and inside both branches put the code for it being on the tile.
charblar
"wait you made this a career?"
3574
Use vx ace's dungeon generator
Some of the tutorials we have on here as Libby has said are great for starters and trihan's way of doing your sphere seems like the way to go!
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