NEED TO ASK FOR SOME OPTIONS... :-)

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Hello everyone..!

The current project that I'm working on has come to a bit of a halt...

In a nut shell, even though I've been working with RPG Maker 2003 since it came out, few of my projects have gotten to a point where I had to map dungeons... of if the project DID get to that point they were always caves/mines/forests etc...

My current projects first 'dungeon' is set in the administration offices/refinery's of an abandoned mine, so the dungeon needs to have a more modern feel...

But every time I make the map (and I've revised it about 6 times now) it either looks too random to be an admin office, or is so formally set out that it doesn't play well as a dungeon...

So I need to ask all you guys and gals out there, if you know any RPG Maker or Commercial games that HAVE modern looking dungeons so I can analyse them and get some ideas...

Thanks..!

-JayEsz666- :-D
I know of a few commercial games that have modern dungeons, however some of them are 3D games so I'm not sure if it will help.

the Star Ocean series, except maybe the first one, all have futuristic elements in them and at least one or two dungeons themed in such.
Final Fantasy 7-10, and even FF6 for a steampunk kinda look

Allthough since your dungeon is taking place in an admin office it will of course be a formal kind of place, that's just the way offices are. A technique I've seen a few games use is to have the formal office elements in small areas scattered through the dungeon and link them with tunnels/passageways which become the real meat-and-potatoes of the dungeon(the office elements just are thrown in to remind the player that they are exploring a office complex). You can have all the exploring/fighting/puzzles in the passageways and have story events take place in the office areas as the player discovers new information in each little office area that they encounter. (mostly I've seen this kind of thing used in FPS and in Mass Effect 1 and Mass Effect 2)

Hope it makes sense!
post=127225
But every time I make the map (and I've revised it about 6 times now) it either looks too random to be an admin office, or is so formally set out that it doesn't play well as a dungeon...


Why doesn't it play well as a dungeon?
@JasonFarkas... Yes that all makes sence mate, thanks... I had forgotten about the Star Ocean Games, and annoyingly I dont own any FPS...

post=127244
post=127225
But every time I make the map (and I've revised it about 6 times now) it either looks too random to be an admin office, or is so formally set out that it doesn't play well as a dungeon...
Why doesn't it play well as a dungeon?

Well, its hard to explain... but with the formal look of an office, with say desks around the edges of the room for example, I can't seem to make the room enjoyable to play, theres very lil to 'explore' coz the room is os easy to move around in... and when I try to decrease in informal-ness of the room by say moving the desks into more random places, or on a grid pattern, the room just looks unrealistic...

Does that help?

-JayEsz666-
Maybe you're just being too traditional with your concept of a dungeon.

Open google, type "office blueprint" and go to images. You'll find things like this:


Now imagine some of these rooms are locked and you need keys to open them, and these keys are to be found in other rooms, and some of the rooms involve puzzles like hacking a computer, putting together boxes to climb a shelf, killing a monster (whatever monsters you are using in this), or just meeting NPCs that require you to give them items (also to be found in other rooms) to give up advice that will allow you to proceed, etc.

It looks pretty dungeon-ish to me. A dungeon doesn't have to be a maze.
post=127246
I can't seem to make the room enjoyable to play, theres very lil to 'explore' coz the room is os easy to move around in...


this is wrong. functionality is not a bad thing.
post=127247
Maybe you're just being too traditional with your concept of a dungeon.

Open google, type "office blueprint" and go to images. You'll find things like this:


Now imagine some of these rooms are locked and you need keys to open them, and these keys are to be found in other rooms, and some of the rooms involve puzzles like hacking a computer, putting together boxes to climb a shelf, killing a monster (whatever monsters you are using in this), or just meeting NPCs that require you to give them items (also to be found in other rooms) to give up advice that will allow you to proceed, etc.

It looks pretty dungeon-ish to me. A dungeon doesn't have to be a maze.


I haven't made this dungeon like a maze, although it does have maze-ish elements... I had managed to increase the dungeon quality through locked doors etc as you had mentioned, I just couldnt get the LOOK right...

Thank for the idea of googe-ling office blue print, I would never had thought of that in a million years, calunio..! :-D

@ AznChipmonk; its not that I concider functionality to be a bad thing, its just that I couldn't get the graphical LOOK right... It either looked TOO realistic, or to haphazard...
Care to post screenshots?
@JoyEsz666: Realism is good, dumping random objects everywhere is what we call tile vomit. You want ALL your maps to be very easy to navigate: that should never be an issue. Players should never have an issue with finding exits or navigating their way around a forest because the mapper decided to follow the three-tile rule or whatever the hell. If the player can't navigate a map properly, that is bad design.
RIght, I think Ive managed to fix the problem, thanks for the help guys..! :-)
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