DUNGEON DESIGN ~WHERE IS BRICKROAD WHEN YOU NEED HIM?~

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author=The Real Brickroad link=topic=3586.msg78992#msg78992 date=1244437044
Neok, that dungeon skeleton tileset is marvelous.

Thanks :). I'm still hoping to hear from you on your process in building these bad boys.

I've talked with some other people on this (actually, just Magi), and it seems like no matter what, you're going to have to spend the time if you want depth to your dungeons. Unfortunately, I have very little patience, so this is probably something I'll struggle with to improve for the rest of my game making career. It's really put the complexity of Zelda games in perspective in any case.
author=Neok link=topic=3586.msg79169#msg79169 date=1244511897
I've talked with some other people on this (actually, just Magi), and it seems like no matter what, you're going to have to spend the time if you want depth to your dungeons.

This goes without saying. Caspian's Maze (from the original KC) is still the craziest thing I've ever designed; that took me a couple weeks. Kyrie Desert in KC(A) probably took longer to plan, sketch, design, implement and balance than everything else in the game up to that point combined.

The actual process is no secret: I steal ideas from everywhere and implement them where they seem logical. There probably isn't an original trick or gimmick anywhere in my dungeons. The red/blue obstacles in Valorus were lifted directly from Zelda 3. The quicksand/hole gimmick in Kyrie came from Secret of Evermore. Tracing energy conduits and trading key pieces are just logic puzzles imported from the many, many Myst clones I've played.

The overwhelming bulk of the work is getting the idea off the page and into the editor, and the overwhelming bulk of that work is playtesting, playtesting, playtesting.
Craze
why would i heal when i could equip a morningstar
15170
Is Caspian's Maze the one where you need to go get the psychic path-carving scythe and so the crazy old bubble-gum-loving cipher is like HERE

GO THROUGH THE DUNGEON

ON THE CEILING?
I'm actually a math major and never have I needed super duper complex algorithms to make puzzles in my RPG's (and I love puzzles so I design them frequently). My favorite variation is one where you have a pattern of switches, all of them with a certain function (for example, they all toggle the switches adjacent to it) and the objective is to get all the switches down. It's very easy to make, and the puzzles themselves can sometimes be fiendishly difficult.

Brick Road, I like your style - I'm sure one day you'll be the best mix between a dungeon and a human that the world has ever seen.

edit: I wrote this entirely original song, just for Brick Road:

Brick Road was a man...

I mean, he was a dungeon man..

Or maybe he was just a dungeon..

..But he was still BRICK ROAD!
BRICK ROAD!
BRICK ROAD!
Craze
why would i heal when i could equip a morningstar
15170
author=kentona link=topic=3586.msg79282#msg79282 date=1244563945
I like mazes.
author=Cop Killa link=topic=3586.msg79279#msg79279 date=1244563562
edit: I wrote this entirely original song, just for Brick Road:

Brick Road was a man...

I mean, he was a dungeon man..

Or maybe he was just a dungeon..

..But he was still BRICK ROAD!
BRICK ROAD!
BRICK ROAD!
this song is entirely original i can vouch for its originality
author=The Real Brickroad link=topic=3586.msg79191#msg79191 date=1244520217
author=Neok link=topic=3586.msg79169#msg79169 date=1244511897
I've talked with some other people on this (actually, just Magi), and it seems like no matter what, you're going to have to spend the time if you want depth to your dungeons.

This goes without saying. Caspian's Maze (from the original KC) is still the craziest thing I've ever designed; that took me a couple weeks. Kyrie Desert in KC(A) probably took longer to plan, sketch, design, implement and balance than everything else in the game up to that point combined.

Wow, Magi told me she took the majority of a week to do a lot of her more complex dungeons, and I thought even that was a lot. But of course it really shows through.

But damn, I'm starting to understand why you stopped developing KC(A). Nobody wants to put that much effort into something, and pretty much have only a handful of people play it. That's honestly really sucktascular.
author=Craze link=topic=3586.msg79251#msg79251 date=1244544295
Is Caspian's Maze the one where you need to go get the psychic path-carving scythe and so the crazy old bubble-gum-loving cipher is like HERE

GO THROUGH THE DUNGEON

ON THE CEILING?

The very same.

author=Neok link=topic=3586.msg79408#msg79408 date=1244592671
Wow, Magi told me she took the majority of a week to do a lot of her more complex dungeons, and I thought even that was a lot. But of course it really shows through.

I'm not familiar with Magi's work, but if she's capable of making a complex dungeon in a week I'd love to pick her brain. What's her game?
I'm not familiar with Magi's work, but if she's capable of making a complex dungeon in a week I'd love to pick her brain. What's her game?

Balmung Chronicle.

http://www.rpgmaker.net/games/471/
LouisCyphre
can't make a bad game if you don't finish any games
4523
author=Craze link=topic=3586.msg79054#msg79054 date=1244485871
Chaos: Because numbers suck.
:( There are those who love numbers.
Craze
why would i heal when i could equip a morningstar
15170
I love numberz, Chaos.
OoT would have been 10x better if it had numbers. And more battles. And the final battle wasn't Pong.
OoT invented a new instrument: The Ocarina, how's that for design.
author=Darken link=topic=3586.msg79846#msg79846 date=1244758532
OoT invented a new instrument: The Ocarina, how's that for design.
lol that isn't funny anymore stop doing it people.

To add a little to input dungeon design, I find that it isn't necessarily the puzzles you input into your dungeon that make it more dynamic, it's more important that there is something to do in just about every single room inside the dungeon. It can be as easy as getting a treasure chest or as hard as something out of Lufia. So thinking about the scale of your dungeon is important, you don't want to add too much when you haven't got the content needed to fill it.

Also the other thing you should try to avoid is repetition within a certain time frame (never do one thing for too long). Having a good puzzle that is central to the design of the dungeon is a good way to start, but you don't want to put two versions of the same puzzle back to back (the same applies for treasure rooms, rooms filled with monsters, etc). There needs to be a balance between your battles/dungeon mechanics/puzzles so things always stay fresh.
halibabica
RMN's Official Reviewmonger
16948
author=Neophyte link=topic=3586.msg79909#msg79909 date=1244778742
Also the other thing you should try to avoid is repetition within a certain time frame (never do one thing for too long).
I think this is one of the keys to good dungeon design. Keeping things from getting repetitive goes a long way. Whether it's fighting different monsters, solving puzzles, or even changes of scenery as the dungeon continues, you'll have an easier time holding the player's attention if they're not yawning at the same old thing.

I try to do all three of those examples with my own dungeons. I usually divide them into three distinct parts. Each part has different monsters that you fight and a look and feel that's different from the previous part, but similar enough that they could still logically be part of the same dungeon. The first part is typically Point A to Point B exploration, but parts two and three have some puzzle or obstacle that makes the path less obvious. I like to think it works pretty well, but nobody ever really tells me.
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