How to Make Dungeons Interesting
#31
Posted 05 May 2014 - 11:11 AM
I learned that from the pirate ship level in Souls 2.
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#32
Posted 05 May 2014 - 02:13 PM
I stated this in another thread, but I've always wanted to see a quest in which after obtaining an item that is central to the quest, (like the master sword for example) the player can now use that item in the first room of every dungeon to open up a "second half", which contains a more powerful version of the item in the first half.
#33
Posted 05 May 2014 - 08:20 PM
Yeah, I definitely agree with that. It can be really annoying to do puzzles over again.When using block puzzles, I'd recommend the permanent block secret script. There's nothing worse than having to solve a block puzzle over and over again.
I learned that from the pirate ship level in Souls 2.
That's actually a rather interesting idea! I might use that for my future quests, actually!I stated this in another thread, but I've always wanted to see a quest in which after obtaining an item that is central to the quest, (like the master sword for example) the player can now use that item in the first room of every dungeon to open up a "second half", which contains a more powerful version of the item in the first half.
#34
Posted 05 May 2014 - 08:47 PM
When using block puzzles, I'd recommend the permanent block secret script. There's nothing worse than having to solve a block puzzle over and over again.
I learned that from the pirate ship level in Souls 2.
Just wondering, for those that can't be bothered with scripts, would it be okay if a puzzle just leads to an empty room with an item that you need so there is no reason to ever solve the puzzle a second time?
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#35
Posted 05 May 2014 - 08:59 PM
Yeah, I'd say that that's fine, in my opinion. As long as you don't have to solve the puzzle more than like 3 times or something.Just wondering, for those that can't be bothered with scripts, would it be okay if a puzzle just leads to an empty room with an item that you need so there is no reason to ever solve the puzzle a second time?
#36
Posted 05 May 2014 - 09:00 PM
Just wondering, for those that can't be bothered with scripts, would it be okay if a puzzle just leads to an empty room with an item that you need so there is no reason to ever solve the puzzle a second time?
If you're using block puzzles without a permanent secret script, please, please, please do this. Absolutely in no circumstances make a block puzzle that you have to backtrack through. If it's a simple one... maybe. But if it's a long block puzzle, that can be agonizing for the player.
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