QUOTE(Pokemonmaster64 @ Jul 25 2011, 12:10 PM)

I beat level 1, and I have to say that while the visuals were stunning, the [dungeon] design felt a bit bland. For example, the second room felt really empty... ...Your overworlds are GORGEOUS!
I guess the key learning here is that I should consider my dungeons as if they were overworlds.
As long as I am going with zombies, graves and skulls I could play with coffin, catacomb, and
bone motifs. Although I want to be very careful not to surpass the level of detail in the overworld.
I want to keep a simple NES look and feel to it. I think the stonework is an important element in
this dungeon, but there could be structural decay, and wooden elements as well, or not.
I also think I need to consider the LttP dungeons. They have lots of over/under pathways and
more interesting ways to walk though the dungeon than simply using center doors.
Thinking of a dungeon as an overworld really turned a light on inside my head. Previously I was
thinking "NES Dungeons are a series of rooms with puzzles in them, how can I make these puzzles
more complex?". I wasn't thinking "How can I make walking around in them more interesting?".
So thanks for saying my dungeon design was bland. I can feel my creative powers churning.
Edited by Cukeman, 24 August 2011 - 02:08 AM.