![]() So for the volcano dungeon, there was a fire troll up on a cliff throwing boulders at the player who then had to climb upward while avoiding the boulders getting hurled at them.įor the rest, I like to put in a few pieces of optional lore and some mini events to spice up the experience. That way, the player can just leave if they really dislike puzzles or somehow get stuck on it, but if they make it through, they get an extra reward for it. I don't like puzzles much, but I put in one optional mini-boss in each of my bosses that was accompanied by a small puzzle or on-map challenge before the battle encounter. So, for my volcano dungeon, I made it so the player has to climb up, travelling partly through the interior of the volcano (lava and fire as obstacles), and part of it along the surface (cliffs as obstacles). In my previous game, I pick a theme for my dungeon that makes sense for the location, and then build around that idea. None of these most would consider a dungeon in the classical sense of the word. And one is even a 5 floor mage school which the party has to climb to the top to fix something so they can teleport out and continue their journey. Another is just one big mountain range, which the party is there to get something at the peak and get out. However, they have to find the keys first, which requires searching the mall. For example one of them is a mall which was deserted 30 or so years ago, and is now monster infested, and the party is there to get access to something in the basement. Though.some of my dungeons are not your typical dungeon. Exceptions do exist, and some of my dungeons have more than one boss, and some chapters have less dungeons. In general, each Chapter of my game has 3 dungeons, each with a boss at the end. All of this is introduced in the first Chapter of my game. Then I move up to monsters that can dodge your attacks so you have to learn how to use your spells now. In fact, I use Chapter 1 to introduce different mechanics, like the first dungeon you learn how to fight against a very weak monster that you can KO in 2 hits, and they cannot dodge your attack. So in my dungeons (per say) are really linear with a couple branches in Chapter 1. I like to make the early dungeons easy, so the player gets used to the game, then throw the harder dungeons later on. This is just to give some people ideas on what they think should and should not be done with there own dungeons and why. ![]() If your game is a dungeon crawler, heavily story-based, a bit of both and between the two, full of exploration outside dungeons as well as in, etc) Of course depending on the game style and type would depend on the answers to these questions too, since different type of dungeons suit different type of games. How large a map do you make a dungeon? Are you using XP-style maps, VX/VX Ace-style maps or MV-style maps? ![]() Do you put puzzles in some of them, all of them, a few of them? Do you use random encouters or on-screen encouters and what would your encouter rate be like, or how many on-screen encouters do you have?ĭo you have mini-bosses in them as well bosses? Perhaps in some you do and others you don't?ĭo you have optional dungeons? Shorter ones along with longer ones?ĭo you have rare item drops, normal items? How much MP & TP do you end up consuming? My previous thread was sepifically about random enounter rates in dungeons, but that was too general a topic to really comment on, so instead I'm now asking everyone to share what they do with dungeons and what they are like.īelow are just some example of questions you can think about, you don't have to actual answer all/any of these questions, just explain what you do with the dungeons in your game.ĭo you have a lot of muti-maps with your dunegons, or keep it simple.
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