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That's right, dark dungeons make a return from the first game. Prepare to get lost! On the bright side, some nice treasure may be hiding in the darkness.
  • UPRC
  • Added: 02/01/2017 02:35 AM
  • Last updated: 05/26/2022 04:04 AM
  • 3718 views

Posts

Pages: 1
That's right, dark dungeons make a return from the first game. Prepare to get lost!



Please tell me that these types of dungeons are completely optional or at least you can use some sort of item, or cast a particular spell, or what not, to completely see through the darkness? Oh, god, I hope so. If not - then there better be some damn, fine ass treasure down there or I’m gonna have to start complaining!

(Just kidding. I won’t complain.)
Hexatona
JESEUS MIMLLION SPOLERS
3702
Whachu talkin' 'bout, Addit? You can clearly see like a 5-tile RADIUS. Do you remember what the torch did in Dragon Warrior? That was a 1-tile radius. And that was if you had a torch. If you didn't then you had to feel around by sound.
Yeah, and then people stopped doing that because they realised it was a dumb idea. Lighten up that light a bit more, please. That way we can actually plan ahead a bit and notice the details of the maps you're working on.
author=Hexatona
Whachu talkin' 'bout, Addit? You can clearly see like a 5-tile RADIUS. Do you remember what the torch did in Dragon Warrior? That was a 1-tile radius. And that was if you had a torch. If you didn't then you had to feel around by sound.

Thank god I didn’t manage to get that far into the first Dragon Warrior, then. Only 1-tile, you say? That sounds absolutely brutal... Luckily this game doesn’t seem so bad compared to that.

@ Liberty - I don’t have much of problem with these types of dungeons as long as, A, the random encounter rate isn’t ridiculously dickish; B, the dungeon itself isn’t particular long to explore; C, you can either use a item or cast a particular spell, or find something within the dungeon itself that lightens the room up; and, D, if necessary, the dungeon itself is completely optional or skippable. Either way – prepare your peepers!
I don't have a issue with this type of style either, I like the tension added that you have to plan ahead.
UPRC
Exciting, but ultimately pointless.
6828
author=Addit
That's right, dark dungeons make a return from the first game. Prepare to get lost!


author=Addit
Please tell me that these types of dungeons are completely optional or at least you can use some sort of item, or cast a particular spell, or what not, to completely see through the darkness? Oh, god, I hope so. If not - then there better be some damn, fine ass treasure down there or I’m gonna have to start complaining!

(Just kidding. I won’t complain.)

No to all of that! The cave I'm working on has a few gimmicky areas, and this is one of them. Don't worry, there are only two small maps in the cave like this and you probably won't actually get lost. I was just being dramatic, haha.


I can understand Liberty's concern about this sort of cave, but this one's not bad. The encounter rate in this particular section of the cave is also very, very reasonable. For the most part, the only thing I think people will be thinking on this particular map is, "Shit, did I miss any treasure chests?" Compared to the cave(s) in the first game that had this mechanic, this one is 1000% more reasonable and easier to navigate.
I don't like that the player is seemingly blocked by stones no higher than his shins. LMAO. Step over that shit, bruh.

:D
UPRC
Exciting, but ultimately pointless.
6828
author=WCouillard
I don't like that the player is seemingly blocked by stones no higher than his shins. LMAO. Step over that shit, bruh.

:D


But all it takes is one slip and someone's got a sprained ankle!
author=UPRC
author=WCouillard
I don't like that the player is seemingly blocked by stones no higher than his shins. LMAO. Step over that shit, bruh.

:D
But all it takes is one slip and someone's got a sprained ankle!


Safety first.
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