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Dungeon Design. How I lothe this task.
Marrend- 01/02/2011 11:29 PM
- 1797 views
In the early days of RPGM 2K, even before that, possibly, I was designing open areas with very little to do outside of grinding. Grinding can be fun, though. For a while. But continued grinding attacks a player's point of frustration, eventually causing a rage-quit.
I've been attempting to insert a puzzle element into my dungeons in an attempt to reduce grinding, or at least alleviate the task for a time. I get the odd sense that I'm still basically making open areas with very little to do outside of grinding. I've attempted the random dungeon generator to help with getting a more dungeon-y feel, but all I've ever gotten was a one-room wonder. Evidently, I was using it wrong. Why the generator absolutely requires a tile buffer of ten or so tiles I'll never know. However, I can probably use the generator, with some editing on my part, to get a more dungeon-y feel. I seem to recall a tutorial on this site that explains how to do this, so I'll definitely have a look-see at it!
Outside of this, I'm considering a change to the opening of the game. As it stands, the game throws you into Matsumori High with little more than one sentence explaining where the player needs to go to advance the plot. Probably not the best way to do it, but I definitely want to start off the game with an "ordinary day" vibe. I'm not quite sure how I want to achieve this yet, but knowing the goal is three seventeenths of the battle!
NPCs are another thing I'm considering. Standard NPCs don't know what's happening when things start to happen. They don't even "see" what's happening. Thus, they have similar lines as the game progresses. Not necessarily the exact same lines since Hour 0 (though there's probably going to be a few like that), but they should have enough variability to feel slightly more alive than the normal NPC. Well, that's what I'm going to be aiming for. Eventually. One change at a time.
I've been attempting to insert a puzzle element into my dungeons in an attempt to reduce grinding, or at least alleviate the task for a time. I get the odd sense that I'm still basically making open areas with very little to do outside of grinding. I've attempted the random dungeon generator to help with getting a more dungeon-y feel, but all I've ever gotten was a one-room wonder. Evidently, I was using it wrong. Why the generator absolutely requires a tile buffer of ten or so tiles I'll never know. However, I can probably use the generator, with some editing on my part, to get a more dungeon-y feel. I seem to recall a tutorial on this site that explains how to do this, so I'll definitely have a look-see at it!
Outside of this, I'm considering a change to the opening of the game. As it stands, the game throws you into Matsumori High with little more than one sentence explaining where the player needs to go to advance the plot. Probably not the best way to do it, but I definitely want to start off the game with an "ordinary day" vibe. I'm not quite sure how I want to achieve this yet, but knowing the goal is three seventeenths of the battle!
NPCs are another thing I'm considering. Standard NPCs don't know what's happening when things start to happen. They don't even "see" what's happening. Thus, they have similar lines as the game progresses. Not necessarily the exact same lines since Hour 0 (though there's probably going to be a few like that), but they should have enough variability to feel slightly more alive than the normal NPC. Well, that's what I'm going to be aiming for. Eventually. One change at a time.
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Just make the map 20 tiles bigger in each dimension than it needs to be and then use the shift function to move all the blank space to the bottom and right sides, and change the dimensions of the map. But you probably thought of that already.
If you don't like making dungeons, though, why have them? Fill your game with something you prefer. It'll be more fun to make and more fun to play.
If you don't like making dungeons, though, why have them? Fill your game with something you prefer. It'll be more fun to make and more fun to play.
No dungeons? Interesting! Though I'm not quite sure what could replace the stuff-getting, experience-acquiring, and skill-learning that inevitably happens in a dungeon. And I do want those things somewhere in this game. If not a dungeon, then where could it be that makes sense given the context of the game, and what I want it to do?
Time to put on the Cap of Thoughts!
Time to put on the Cap of Thoughts!
NPCs giving out mini-quests? Interesting. I was thinking of having optional tasks in Chapter 3, and I was briefly tinkering with the idea of having a task associated with each character where the ultimate reward would be the character's best weapon, and a copy of the best accessory in the game. Both would be automatically equipped (I think I understand enough Ruby to do that), but it wouldn't stop players from doing other things with them, as equipment isn't locked. In any event, having NPCs give out optional tasks is definitely an option.
I've been thinking about the basic purpose of the dungeon element, to see if I can replace them with something else. The dungeons are supposed to be trials. A place where the characters show that they are worthy of being blessed by whatever element they are attributed to. Combat is certainly one method, particularly in the case of the Fire Trial. For the less physical-intensive trials, such as Wind or Water, showing one's mental acuity (read: puzzle solving) would be another method, though there may be some combat in such trials. I don't know about anybody else, but this sounds like dungeon-crawling to me.
I've been thinking about the basic purpose of the dungeon element, to see if I can replace them with something else. The dungeons are supposed to be trials. A place where the characters show that they are worthy of being blessed by whatever element they are attributed to. Combat is certainly one method, particularly in the case of the Fire Trial. For the less physical-intensive trials, such as Wind or Water, showing one's mental acuity (read: puzzle solving) would be another method, though there may be some combat in such trials. I don't know about anybody else, but this sounds like dungeon-crawling to me.
how how can theese people publish games i have maked game but always when i try
it i dont find the way how to put that game in it.......
it i dont find the way how to put that game in it.......
I don't have any screen shots to share, and my ideas are very much a work-in-progress, but here's what I have so far:
Trial of Damnation
Of the elemental trials, this is the toughest one as far as critters and the end-boss are concerned. As far as the physical map is concerned, I probably should go for a Hellish atmosphere.
This side of the morality spectrum wouldn't necessarily want to test you for certain traits, like the other trials are doing. What it would want to do is tempt you with promises of power, wealth, or whatever else one can desire. For a price, of course. So would the "test" be how quickly one succumbs to the temptation? It makes a certain amount of sense, but I'm not terribly pleased with the idea of having anyone literally make a deal with devils.
Trial of Fire
As far as the physical map, I'd say a lava cave/volcano is in order here. While I'd LOVE to see lava damage, Legacy Reborn taught me not to try. Unless there's a trick to cause terrain-based damage that I'm not aware of?
Pit fights seem to be the best kind of "puzzle" to put into this dungeon. In theory, this should relay the violent, chaotic nature of the element. However, I'm not too pleased with this idea. Until I can think of something better, though...
Trial of Water
The physical map of this dungeon might depend on what the puzzle element turns out to be. If nothing else, there should be a small-ish waterfalls if not a small-ish body of water present.
The puzzle element of this dungeon might involve draining water to access more dungeon. I'll need one map to represent the dungeon with the highest water level, another to represent the dungeon after the water level goes down the first time, then another one for when it goes down the last time. I seem to be tending toward two challenges per dungeon, but this dungeon could be an exception. Therefore, there could only need to be two maps instead of the stated three. Reminder: Make a different event page at the school-side dungeon entrance for each time the water level decreases!
Trial of Earth
The first dungeon of the game is a course of Dungeon Delving 101. It should have the simplest puzzles to solve (or require the least number of actions to solve them), and the easiest critters to fight. As far as the physical map is concerned, it should be basic underground cavern.
The puzzle element for this dungeon involves pushing rocks onto floor switches. The characters could stand on the switch, but the switch is a weight-based switch. As soon as the character steps off, the switch returns to a disabled position. Hence, the rocks. This puzzle relays the strength attribute of Earth.
Trial of Wind
As far as the physical map, I want a frozen valley, if possible. I've a sneaking suspicion that I'm going to get an ice cavern, since I'm not sure if I can relay a "valley" with my knowledge of mapping.
The puzzle element of this dungeon is the answering of riddles. An incorrect response would cause a random encounter to occur. These riddles should be more about having wit, speed of mind as it where, rather than sheer knowledge. What I'm currently thinking of is instead of a Show Choice, have a Name Input. This way, I remove the possibility of players guessing the answer by process of elimination. However, there should probably be some kind of indication of what the answer is without outright telling the player what it is. How I relay that information is still up in the air. No pun intended.
Trial of Divinity
I've always had it in mind to have a floating island as this dungeon's physical map, but the default chipset makes that difficult to relay properly. I'll do what I can with the panorama, and the cliffside chips, but I won't make any promises of prettiness.
The puzzle element of this dungeon is the answering of riddles. These riddles are riddles of moral complexity. Most answers should be shades of grey, but there should also be an answer more "good" than the others. Which response is the most "good" one might not necessarily be the one players think it would be. Reminder: The truly pure are willing to sacrifice everything for the betterment of others, and seek nothing in return for that sacrifice.
Way of Doubt/Terror/Eternity
I've never had much of a concept of what these dungeons are supposed to be about. All I really know at this point is that I want them to have a more outdoorsy feel, and that the boss of these dungeons will be same person/thing (with different stats on each occasion). That they are accessible in Chapter 3 gives me time to think things over about what purpose the dungeon could serve. 'Cause I'm pretty sure I don't want them going off to meet the Final Boss at the offset of the Chapter.
Trial of Damnation
Of the elemental trials, this is the toughest one as far as critters and the end-boss are concerned. As far as the physical map is concerned, I probably should go for a Hellish atmosphere.
This side of the morality spectrum wouldn't necessarily want to test you for certain traits, like the other trials are doing. What it would want to do is tempt you with promises of power, wealth, or whatever else one can desire. For a price, of course. So would the "test" be how quickly one succumbs to the temptation? It makes a certain amount of sense, but I'm not terribly pleased with the idea of having anyone literally make a deal with devils.
Trial of Fire
As far as the physical map, I'd say a lava cave/volcano is in order here. While I'd LOVE to see lava damage, Legacy Reborn taught me not to try. Unless there's a trick to cause terrain-based damage that I'm not aware of?
Pit fights seem to be the best kind of "puzzle" to put into this dungeon. In theory, this should relay the violent, chaotic nature of the element. However, I'm not too pleased with this idea. Until I can think of something better, though...
Trial of Water
The physical map of this dungeon might depend on what the puzzle element turns out to be. If nothing else, there should be a small-ish waterfalls if not a small-ish body of water present.
The puzzle element of this dungeon might involve draining water to access more dungeon. I'll need one map to represent the dungeon with the highest water level, another to represent the dungeon after the water level goes down the first time, then another one for when it goes down the last time. I seem to be tending toward two challenges per dungeon, but this dungeon could be an exception. Therefore, there could only need to be two maps instead of the stated three. Reminder: Make a different event page at the school-side dungeon entrance for each time the water level decreases!
Trial of Earth
The first dungeon of the game is a course of Dungeon Delving 101. It should have the simplest puzzles to solve (or require the least number of actions to solve them), and the easiest critters to fight. As far as the physical map is concerned, it should be basic underground cavern.
The puzzle element for this dungeon involves pushing rocks onto floor switches. The characters could stand on the switch, but the switch is a weight-based switch. As soon as the character steps off, the switch returns to a disabled position. Hence, the rocks. This puzzle relays the strength attribute of Earth.
Trial of Wind
As far as the physical map, I want a frozen valley, if possible. I've a sneaking suspicion that I'm going to get an ice cavern, since I'm not sure if I can relay a "valley" with my knowledge of mapping.
The puzzle element of this dungeon is the answering of riddles. An incorrect response would cause a random encounter to occur. These riddles should be more about having wit, speed of mind as it where, rather than sheer knowledge. What I'm currently thinking of is instead of a Show Choice, have a Name Input. This way, I remove the possibility of players guessing the answer by process of elimination. However, there should probably be some kind of indication of what the answer is without outright telling the player what it is. How I relay that information is still up in the air. No pun intended.
Trial of Divinity
I've always had it in mind to have a floating island as this dungeon's physical map, but the default chipset makes that difficult to relay properly. I'll do what I can with the panorama, and the cliffside chips, but I won't make any promises of prettiness.
The puzzle element of this dungeon is the answering of riddles. These riddles are riddles of moral complexity. Most answers should be shades of grey, but there should also be an answer more "good" than the others. Which response is the most "good" one might not necessarily be the one players think it would be. Reminder: The truly pure are willing to sacrifice everything for the betterment of others, and seek nothing in return for that sacrifice.
Way of Doubt/Terror/Eternity
I've never had much of a concept of what these dungeons are supposed to be about. All I really know at this point is that I want them to have a more outdoorsy feel, and that the boss of these dungeons will be same person/thing (with different stats on each occasion). That they are accessible in Chapter 3 gives me time to think things over about what purpose the dungeon could serve. 'Cause I'm pretty sure I don't want them going off to meet the Final Boss at the offset of the Chapter.
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