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Dungeon Design


Introduction:
The dungeon design process can be a grueling one, but it is a necessary and rewarding practice that constitutes a sizable portion of game-play, especially in RPGs. There is a topic that poses the question "how well planned out should your game be?" Well, dungeons are complex creatures, and deserve considerable thought and planning. What follows is a list of steps that outlines my own personal creative process:

1.)Function in Story Arc
What is the dungeon's utility within the context of story at large? Why is it important to traverse its contents? In the example that I'll be using to demonstrate, The Dream Palace, it is the 3rd act in a training program that the main character, Toshi must overcome for personal mental and physical growth.

2.)Location/Concept
Establish the setting of the dungeon. This is more important than it may seem like at first. The environment that you create for the context of the dungeon directly affects its design in terms of the types of puzzles and enemies you'll have to face there, as well as contributing to the overarching atmosphere, which is also related to point 1. Emphasize its unique characteristics.

EX.1: The Chateau level in Uncharted 3. It's an old abandoned mansion in the woods, that is at least 100 years old. That's rich enough to stand as a satisfying setting, but midway through they set the place on fire, and it becomes even more exciting as you try to escape, it changes the spatial dynamic of the layout and alters the paths you can and cannot enter.



EX.2: For The Dream Palace, I'm using cliffs that are embedded with palatial features and caves, that have puzzles spawning between the interior and exteriors. There's a climbing aspect that highlights the utility of integrating vertical elements in 2D games. I explore that idea a bit in this post.

3.)Sketch Layout
Bust out the pen and pad. Call me old fashioned but I like to plan out my dungeons on paper. This is because it's nice break from staring into the depths of the monitor but also because it's traditional and immediate. If I have an idea, I can scrawl it out, however crudely, and see if it might work. The other benefit of drawing them out on paper is that you can see the entire layout at work at once and make decisions based on that omniscient view. It might be easier if you have a chipset in your head for the dungeon, so you can draw the maps with the tiles in mind to make it easier once you actually get to mapping.

EX.1: Here is the sketch for layout for the first section of the dungeon:

As you can see, artistic talent is not entirely necessary. I wanted to start off simple, to ease the player into the dungeon, so it can become more complex as you traverse it.

While I sketch the maps, I label them with numbers, and keep a second sheet dedicated to explanations, listing the rooms in order, and what their function is, the puzzles involved, contents of chests, enemies to battle, etc.


4.)Implementation
This part is made much easier since I already have the plans mapped/worked out. I just simply follow the plan, which means making a lot of maps based on small sketches. And if I forgot something, I have the explanation sheet to guide me back into my original thoughts. Because of this, I like to get the maps out of the way for a major section first, so my dungeon in game is also a rough shell of the final product.

Ex. Here is what those sketches roughly translate to in game:

(Exterior)


(Interior)

5.)Eventing
This is the set where you go back and make everything work as you originally planned for it to. This means, setting up puzzles/mini games, making fight-able enemies, filling in your chests, and setting up your traps for the player. The maps get filled in with events that allow each room to serve its function/role in creating the obstacles the player must face.

6.)Improvisation
Because of the benefit of hindsight and preparatory sketches, you may get better ideas once you start to make/implement the dungeon. Don't think that you have to follow your outline to the T, it's just an outline, a rough cut that is flexible enough for improvement and interpretation. Most people aren't going to get everything perfectly to how they want to on the first attempt, the importance of redux is paramount. Sometimes good ideas come to you in the heat of the moment, which is the beauty of improv.

Ex.In my notes (if you can read them) for room #7, it says that lighting the torches a certain way will make a new switch, and that switch will open a new path. When I got to making it, I thought that that extra switch was redundant, so I nixed it and made the torches open a new path directly.

6.)Playtesting
It is the responsibility of the game designer to make sure that the dungeon is playable, and works as you want it to. I play through my dungeons countless times diligently trying to break the game as much as possible. Redux and repeat so that it's airtight for when others play it.

7.)Beta-Testing
Even after you have gone through the dungeon a million times and fixed every conceivable glitch and it all works flawlessly, you need to make sure that everything is balanced, that other players will know what to do, that you're puzzles aren't overly complicated or difficult to solve and that all your battles are fairly balanced. This is where beta-testing comes in, ship it out to a few people, and let them see if they can figure it out for themselves. You need to have reliable people for this, with respect and knowledge of the game creation process, to offer rewarding criticisms and feedback.

8.)Redux
Continue tweaking based on feedback from above steps until everything is perfectly as you want it, and perfectly reasonable to expect a player to traverse the dungeon, that its overall difficulty isn't too demanding and that it fits its place within the greater context of the game.

Dungeon Content:
But what are the components that comprise a dungeon? How will you know which elements to plan for in your initial sketches?
Here is a formula based on the general over aching obstacles typically found in dungeons:

Dungeon= battles + puzzles + minigames + traps + (mini) boss + reward(s)

The order that they go in is variable, and you can play with the function/structure of each one, but remember to put them in an order that pleases game design, that is, it conditions the player into behaving a certain way. (That you as the game designer WANT them to behave in.)

Ex. battle>puzzle>reward, is a good set of 3 different content types. It challenges the hero/player physically (battles) and mentally (puzzles) and rewards them afterwards for their efforts, which positively conditions them into doing the same thing again. Using the prize of chests as an incentive for players to complete challenging tasks.

Likewise, negative conditioning comes into play as well. For example, if all of your chests had enemies in them instead of treasure, the player would actively avoid chests. You can use punishment to make sure the player doesn't keep making the same mistakes.

Ex. There's a spike trap that decreases HP by 10, so when the player walks into it, they lose HP, so they are conditioned to not walk into it again. It seems obvious, but only because it is a deeply rooted trope and because spikes show an immediate physical danger, but the principles behind it are sound.

So work the structure of your dungeon in a way that is gratifying and switches up game-play types to keep it interesting.

Well that's all for this post, which seems more like an article. The next one will be about different puzzle types, so watch out!

Posts

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TFT
WHOA wow wow. two tails? that is a sexy idea...
445
i do not think people can relate to you on this topic. VX RTP only works on so many level s brah lol! JUST PLAYIN"

but yeah, good post. basic sketch design and layout are key. i think it's weird though, dude. i see less and less people create dungeon themes and just go with stock dungeon design. i don't know what it is with people who create mindless exploration without a reason, but you can spot it in several seconds. i personally never really felt the need to add puzzles, i mean some games do it very well, like zelda, but like, those dungeons are built around the puzzles and it's really cool.

not a fan of walking into a cave and they're spikes appearing out of the ground. i always thought, even in commercial games were hilariously stupid, at least put a room under it, with a machine pushing the spikes upward so people can understand why this obscure thing is happening. so when you finally see it you go "oh this makes sense" and you can even write in some kind of story and embed it into the dungeon somehow. the possibilities are pretty endless.

magi would really like this topic, he's a design fiend when it comes to dungeons and mechanics. it's good he keeps his projects under the radar so nobody can lift them.

-forest-
-jail-
-mountains-

it's all good in the hood, you can easily do these, but the problem is people are incapable of taking a base concept and evolving it. it's just "heh forest maze"

as for a personal experience, i hate mapping and designing in the game editor. like, in concept it's amazing, in pixel form it looks and feels great. and then the issue takes place when you have to cut and make sure everything fits accordingly.

it's mostly a programming issue. but yeah, like i said, good post, nice to see something i can relate with.

i'd vote "up" if there was such a feature.
Decky
I'm a dog pirate
19645
Nice post. I wouldn't mind seeing it polished up into an article - there's some sound advice here!

I don't usually sketch or write things out - I type things into a notepad and everything else is in the head/trial and error.
Yeah VX rtp is pretty terrible, squares on squares on squares. Maybe I'm spoiled by making custom graphs and splicin SNES games?

And yeah, I've seen some awful dungeon design, either by playing games or via watching "Let's Try's" and a lot of them are very basic, like a cave that the whole layout is a maze with some chests thrown around randomly with random encounters. How is that fun? For me, puzzles are paramount because I grew up off Zelda and they had a profound impact on me, especially as a designer. That, and I hate battles because they're cheapo challenges.

And yeah it's nice to justify things in game, I get lost sometimes creating little stories to account for this or that. This is a dream world though, where anything goes, at least in this portion of the game/dungeon. My spikes don't come out of the floor, they're attached to walls, or spike blocks slide back and forth so you have to time your entry.

Part of the reason why I posted this is to help people push beyond basic concepts, and into something more interesting/fun to play. Of course part of me is conscious about ppl lifting, but I'm here to spit knowledge first. I've got other stuff under the radar as well, but this is just a look into the creation process.

@Deckiller: Notepad is a cool place to start, I write a lot of my ideas in Evernote so they can't be erased. But, personally, I'm a visual person, and it helps a lot to see everything laid out in front of me, that I can look at and make decisions based on. If your method works and you're able to make compelling dungeons through detailed descriptions, that's cool too.
Yeah, with some tweaks this is definitively article material. Maybe you could expand a little each step, or maybe combine some of them for simplicity's sake. I don't really have an issue with the way you have them here, though, I'm just saying...

Anyway, I find it amazing that you actually sketch your dungeons on paper, take notes and such. I never find time for that kind of thing, I prefer to do my 'sketching' directly on the maker, and hey, if I can't remember something on my own it probably wasn't worth to write it down in the first place. Heh; ...I guess my process relays more on the "Improvisation" aspect, but eh, I manage. xP
Good blog entry, alot of them arent to my liking but this one was refreshing. Im working on a dungeon crawler so I find alot of what you discussed essential. I feel a mental and physical test keeps the player on their toes, Balmung Cycle as well as Starless Umbra are two games that I feel follow your design to the tee.

I never sketch out my dungeons, but like I said with a dungeon crawler it may be a good idea to start doing so. Good read my man.
@Alter-Ego:I've learned that memory is one of my least reliable traits, but I feel that this is for all people, memories get altered and are easy to be forgotten. That's why it's important to write everything down. There have been times where I had been wracking my brain with a certain problem, whether it be story-wise or design wise, but when I refer to my notes, the answer was already worked out solved everything I needed it to.

Improvisation is merely a layer, I don't think it's reliable enough to support the weight of a full dungeon layout. Some people prefer to make their layouts in maker too, (I've even seen chipsets devoted to this purpose) but I never was able to use them effectively. But like I said before, if it works for you, that's fine, keep doing it, these are merely suggestions for if people are stuck or don't know where to start.

@Ashley Lacure: I haven't played Balmung Cycle, or Starless Umbra, actually the amount of RM games I HAVE played is a slim list, and excludes nearly all that are considered classics. What I DO do, is study commercial games and highlight the skills that shine in those tiles, and try to dissect its mechanics. Once I understand it, I think of how I can implement it within the limitations of RM, and then get to planning. It is this Quintilian mode of imitation that I find most useful, and it's not biting directly, it's synthesizing a bunch of quality mechanics into a cohesive whole, which is itself a hard task, but an important skill.

If you're making a dungeon crawler, then this type of preparatory planning is very important, because it's the majority of what the game's relying on for it's gameplay content.

I'm glad people are finding this useful, and I will revisit it, elaborate on it, and publish it as a full blown article, possibly with more examples from other games, etc.
It really is nice to see a blog post that's so detailed and interesting to read. Good job on that.

I used to make notes in a notepad - and still do on occassion - but most of the time I prefer to free-range it. That is, create as I go along. Sometimes I'll have a map devoted to just making the initial shape I want to create - most likely in the case of large buildings and ruins. With natural dungeons - like forests, caverns, mountains, plains, etc - I prefer the 'make as you go' method because it adds a more random feel to the areas, or at least I think it does.

One thing I actually talked about with someone recently was how I tend to create paths that lead no-where while they prefer to make mostly straight paths. I like me some dead-ends or just off-shoots of the main passage way through the dungeons. This is because I like to make exploration a priority and getting lost a possibility and going the wrong way quite likely - it can lead to unexpected benefits.
I never really bought in to forests that have only one path to follow. They come off as uninspired and, well, boring. Of course, if done right they can be nice, but I prefer my off shoots, hidden passages and areas that have never seen the light of day. It makes the dungeons more personal, deeper, real and perhaps a little more magical. Maybe that's just me though.

I don't know.
I much prefer this: (very big picture)


Over this:



Or even this:



I will admit that for Dungeon Crawl I mapped out everything (or nearly everything) beforehand because I needed to know where I was placing switches, which lever affected which door, where items were placed, how puzzles interacted with each other and where to place the characters after each interaction. This type of planning can be a pain but is necessary in games when you need to know everything since it all interacts. It's a very big help.
This is a good topic to work through for the article, that is, the role of linearity in dungeons. When is it helpful, and when is it stifling? Recently I've been designing with a "cut the fat" perspective, that every room should have some kind of function that contributes to the experience rather that have nothing. There's room for filler of course, but I try to keep it minimal. The idea of a dead end lends itself well to labyrinth design.

The plan as you go method can be useful in the context that you described, but it's tricky, because a lot of amateurs default to this for not only their dungeons, but for their game's story, and the result is a mess. When it comes to mazes in general, improv seems natural, like I said the sketches can be interpretive. Another thing you can do is combine methods, plan where the interactive elements are, but leave blank spaces where you can make big old maps in the editor and experiment with different wall formations/paths to follow.

My tendency is to reward exploration. I love secrets (as aforementioned, raised off Zelda)so usually my dead ends warrant treasure. Because some of the secrets are so esoteric, that if the player figures it out, they should get a sizable reward for doing so. Straight paths aren't as visually or playfully interesting. My general design tendency is one step back, two steps forward kind of thing. incorporating backtracking and using new skills in old scenarios, makes it feel more cohesive overall and each room has the role of multiple functions, that can itself be played with to create new dynamic structures.
This article contains some useful tidbits of advice, including adhering to a consistent theme and planning out the dungeon logistics. I will admit, though, that I was half-expecting to read more on the theory of proper dungeon design as opposed to the process, e.g. how layout affects the dungeon, weaving puzzles and other features in, etc. but this is most likely more on my part than yours.

Also,

Ex. battle>puzzle>reward, is a good set of 3 different content types. It challenges the hero/player physically (battles) and mentally (puzzles) and rewards them afterwards for their efforts, which positively conditions them into doing the same thing again. Using the prize of chests as an incentive for players to complete challenging tasks.

I don't know if this is a matter of phrasing, but the player shouldn't face physical challenges in the game, it should all be a mental process. On that note, a dungeon that's void of puzzles could slide MORE SO as long as the battles encourage proper preparation and choice of execution to succeed; otherwise, it's a mindless enter-key spamfest that far too many games are afflicted with. I actually feel that dungeon design is the meat and potatoes of the game, so I don't entirely advocate this.

Liberty
One thing I actually talked about with someone recently was how I tend to create paths that lead no-where while they prefer to make mostly straight paths. I like me some dead-ends or just off-shoots of the main passage way through the dungeons. This is because I like to make exploration a priority and getting lost a possibility and going the wrong way quite likely - it can lead to unexpected benefits.
*Followed by picture references*

I don't know, I personally find this type of design to be frustrating. I realize that this is subjective, but if the player is led astray by dead paths too often, they will probably begin to become annoyed and tired of playing. This isn't entirely in a vacuum and the less-beaten path can be reinforced through rewards, but too much pure vanity just isn't something that I'm fond of. I think that path intersection as opposed to linearity is important because it's conducive to gameplay diversity and, consequently, enhances the player's individual experience. If you're striving for realism, this is an alternate option. There's rarely a single path to a location in actuality, and it's better than dead end paths that don't lead to anything. Additionally, people tend to prefer the discovery process, which is another nail to linearity. If you tell someone that they only have to get from point A to point B with no hint of exploration in the middle, chocked with boring battles, they're likely to just stop playing all together.
Maybe it was the wording, but I said hero/player, meaning the hero is physically challenged within the realm of the game, whereas puzzles challenge the player. Also the distinction that puzzles are a different entity from battles. They are both mentally stimulating for the player, but activate different parts of the brain, because one is strategy based problem solving, and the other is more hands on/mechanical.

I don't think a dungeon could be truly successful if it only relied on battles, no matter how engaging the battle system is. The collection of elements (puzzle, battles, mini-games, traps, and rewards)are always going to be more compelling than any one element on its own. But of course this depends on structure, which I guess is what you were expecting to read more about rather than the linage of planning and process. I touched on it here, and will elaborate on it for the article.

In terms of the linarity of a dungeon, in the greater context of the game, every dungeon is linear in function, because there is a clear start and end point, that has to be completed to progress the story of the game. No matter how many paths there are, there is only one way out. A linear dungeon can be successful too if its well structured, and doesn't have to block out exploration necessarily. It's important to remember the role/utility of linearity and recognize that it occurs on a spectrum, that the dichotomy of linear vs. not linear is a construct.
I realize that there are varying degrees of linearity, but I'm primarily lambasting more of the textbook linearity that doesn't feature branch-offs or other quasi-non-linear features. Most games feature at least a modicum of exploration and this definition of "linear" typically exists only in theory, but I thought that I'd lay it out just to emphasize that it's important to implement divergence.

In reference to the first comment on battles, I agree wholeheartedly that dungeons should be the centerpiece of many great RPGs, and not to derail the topic, but I feel that a lot of battle systems in many indie games are kind of crude or pointless and feel more like tacked-in filler content than something that requires careful thought and preparation. Tossing that aside, since the focus is on dungeon design, I'm tuning in to read more on dungeon structure later when it's out here.
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