Curious, How Do you plan your dungeons?
#16
Posted 06 February 2008 - 07:58 PM
#17
Posted 06 February 2008 - 10:33 PM
#18
Posted 07 February 2008 - 02:40 AM
First I make a basic desing of the level to get the shape and size of the level, and then I draw a real accurate and detailed blueprint of the whole level and then build the level based on that. Oh and one thing I'm especially proud of is how different all of my dungeons are... not just graphically, but in almost every way.
#19
Posted 07 February 2008 - 04:24 AM
First, the theme of the dungeon. Perhaps a general shape, along of what I want in it, etc. I'd draw boxes for each room, and other small things as certain icons. I'd make it simplistic, but enough detail to give me an idea of how it's supposed to be done.
#20
Posted 07 February 2008 - 11:20 AM
#21
Posted 08 February 2008 - 10:40 AM
After this pre-planning stage, I use graph paper to slowly model what I want the rooms to look like, using a special key to designate which doors are locked, shuttered, open, bombable, etc.
It gets way more freeform after this point, but the fact of the matter is that I have pretty much everything down on paper before I begin to build. There will always be those spur-of-the-moment good ideas that I add on the fly.
#23
Posted 08 February 2008 - 10:41 PM
#24
Posted 13 February 2008 - 07:48 PM
#25
Posted 13 February 2008 - 08:24 PM
#26
Posted 13 February 2008 - 09:10 PM
#27
Posted 14 February 2008 - 12:09 AM
I just think really hard and write down how many keys I've given out and double check everything. I also test it to see if I missed anything too.
Yeah, definitely keep an eye on the keys, because they can lead to uncompletable quests (especially for newbies). Never place keys behind locked doors whose passages don't lead to an outlet or to a critical item, because you can get stuck this way if more than two locked doors are available for opening at the same time. (Truth be told, it's more difficult to explain this that I realized... And it's getting late.)
#28
Posted 14 February 2008 - 04:02 AM
I first make the whole size of the dungeon, and have it's predefined shape. After that I then consider the Theme.
One a theme and it's proper elements/alternate locations are in place, I then consider the level.
If its an early level, I put few, but enough enemies and have them weak.
After that, I fill in the doors/locked doors/ shutters/ etc. then clean up and apply items to the dungeon. Also putting miscellaneous elements that also apply to the dungeon.
After that, I test it and see if it feels right. If it doesn't I start over.
#29
Posted 14 February 2008 - 06:20 AM
Okay, for those of you who design on a spur-of-the-moment basis, what do you do to make sure that your dungeons are solvable? I mean, preventing players ever getting into a situation where they've unlocked the wrong door and now they have no way of ever getting another key - that kind of stuff. Do you just make sure that every lock has another key behind it somewhere? Or do you just make all your dungeons really linear?
I still remind you that creating a dungeon on the go is superior to planning. For example, yes, it's much easier to make a dungeon solvable without planning. If you make a plan and while making, you realize that it's unsolvable, then your whole plan can go to the dustbin. Keys are the top important pillars, along with their non-item equalients: shortcuts.
This is how I made my last dungeon:
1. Decided the entrance is on the middle of the map, there will be passages to all sides and the north side leads to a boss lock and eventually to the boss.
2. Decided to have a vertical corridor in the line of the entrance and next to it on two sides, all three having their pair one floor upper. Middle is for boss key, sides are for the two dungeon items.
3. Deciding on the method of the dungeon event, closing down upper left corner of the map to give place for duplicate screens.
4. Starting to go south from the entrance, placing a lock block on every screen, then split the ways to lead two rooms, each with one shutter and one "stairs".
5. Starting to make the upstairs left line, dropping the idea of downstairs simmetry and making even the upstairs slightly non-simmetric, placing a throw off route and a big room, then finishing the route with a puzzle, then a miniboss, then the first dungeon item.
6. I count how many lock blocks I placed. I decide I need to place the same amount of keys. I count the doors that lead to nowhere and divide the keys between them almost equally, still causing dead ends.
7. I take one of the dead ends, open it and create a long curved road what involved warps, one lock block, one key, one compass, one info room, one "give money or heart" room whiches eventually lead to a miniboss and then the boss key. One shortcut and no dead ends included.
8. Using up all remained dead doors, I make it so that there are keys whiches can be got only with the first dungeon item.
9. I finish the big room and make a route that involves lots of warps and one big room with a puzzle room and shortcut which leads to a warp that creates a shortcut to the last miniboss and eventually the second dungeon item.
10. I finish the one timed event and make the room that leads to the boss.
During this, I made only three mistakes: I made a warp and didn't delete it when it became unneccessary; I made a part of a screen that is inaccessible (no problem, there's nothing interesting now); and now as I wrote the above points I realized that I forgot to put the appropriate amount of lock blocks on the last route. Must fix that.
#30
Posted 23 February 2008 - 01:59 PM
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