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The art of Dungeon making?

  • rabitZ
  • 07/15/2011 07:51 PM
  • 1229 views
Yes, I work on this too slowly haha. I am fully aware of that. :/


A new feature, map-exit indicator arrows! You can't get lost now! :)

Well, I have recently refound my motivation to resume full-time production on this, so I felt it was an appropriate time for a blog post.
I slowly feel more confident in scripting with RGSS (I'm starting to understand the default RMXP battle system and how it's implemented in the default scripts, for example), and this has allowed me to script one or two skills which I couldn't before (I finally have a fully funcional 'Taunt' skill!).

I realize that I overestimated my rate of progress, so I have finally given up on setting a deadline for this. It was foolish of me to mislead people like that, if I did so.
This is after all, a "first game".

The good news is, the version in production now is much more polished, and has roughly twice as much content as the old v0.03 demo available in the download.
If someone wants to play that (and help me playtest and find bugs *cough cough*) feel free to ask me for an updated version!

Anyways, I ramble.

One of the most difficult things for me is mapping dungeons, just the idea of a huge dungeon discorauges me, but I am fully aware that they are an integral part of any RPG.
Below is a sample of an in-progress dungeon: the Thieves Hideout.
What do you think? Is it too small?



What makes a good dungeon in your opinion, guys? What makes you hate it?

So, back to making gams! I look forward to more RPGs to play in this wonderful site!
PS: I really wanted to get back to makin this gam after watching HBO's "Game of Thrones"! Silly, huh?

Posts

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As a thieves hideout it looks about the right size. The cave has perspective issues though.

Basically, the cave is four tiles high at the leftmost section while it's only two tiles high elsewhere. You could say it's natural for a cave to have different heights at different places, but the transition doesn't work. Think about how high the roof has to be at different places and things will look weird.

Other than that, it looks great. It's has enough details to not look boring, but not so many it feels cluttered.
rabitZ
amusing tassadar, your taste in companionship grows ever more inexplicable
1349
Hmmm... You are right Crystalgate! I will work on that... thanks for pointing it out.

EDIT: I think this should look better!

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