DELSIN7'S PROFILE
Delsin7
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Working on too many things at once. Have a game in the works, learning keyboard/piano, dealing with health problems/winter, and watching youtube.
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How do you design your dungeons?
author=BlackWolf1992author=Delsin7Or maybe the Pit Lord owns that dungeon. ;D
Unless there is a demon infestation, don't stick a Cancerous Pit Lord in your harem dungeon.
Hmm, a game where you purchase/run 'business' establishments in a fantasy setting. Maybe you could buy said dungeon from the Pit Lord. Wonder what the going rate on it would be.
How do you design your dungeons?
Usually I'll start off by brainstorming what the dungeon I need is, its realistic function, general size, how it fits into the world, etc. Writing down notes I use notepad or abiword for sketching/layout use gimp and/or rm.
For example, if I was making a one floor warehouse dungeon the general size would be a rectangle(or any boxy shape, it just works better for the storage of goods). There would be few if any partitions, most warehouses don't have 30+ rooms with snaking hallways. To make it more interesting just add in crates, boxes, shelves, debris, etc. that the player has to move around. 'Why can't I just jump over the crate of powdered orange juice?!', yells the player. The same reason why you can't jump over a 1 foot fence or squeeze through a window. *magical rainbows on* Game design~! *magical rainbows off*
Enemy encounters are tied to dungeon design and I have a similar approach, put enemies that fit in with the story, atmosphere, and what would logically be there. Unless there is a demon infestation, don't stick a Cancerous Pit Lord in your harem dungeon. He might look...cool? and all badass, but whats he doing surrounded by scantily clad maidens of perhaps dubious intent? If you are making a japanese mythos game staring a magical ninja the inclusion of Thor, Odin's Son would be a bit of a shock. (Could totally work if it was a comedy/slapstick...Hmmm)
For example, if I was making a one floor warehouse dungeon the general size would be a rectangle(or any boxy shape, it just works better for the storage of goods). There would be few if any partitions, most warehouses don't have 30+ rooms with snaking hallways. To make it more interesting just add in crates, boxes, shelves, debris, etc. that the player has to move around. 'Why can't I just jump over the crate of powdered orange juice?!', yells the player. The same reason why you can't jump over a 1 foot fence or squeeze through a window. *magical rainbows on* Game design~! *magical rainbows off*
Enemy encounters are tied to dungeon design and I have a similar approach, put enemies that fit in with the story, atmosphere, and what would logically be there. Unless there is a demon infestation, don't stick a Cancerous Pit Lord in your harem dungeon. He might look...cool? and all badass, but whats he doing surrounded by scantily clad maidens of perhaps dubious intent? If you are making a japanese mythos game staring a magical ninja the inclusion of Thor, Odin's Son would be a bit of a shock. (Could totally work if it was a comedy/slapstick...Hmmm)