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Author Topic: What makes a good 2D zelda dungeon?  (Read 1220 times)

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What makes a good 2D zelda dungeon?
« on: August 07, 2009, 01:09:34 pm »
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Hi, I'm working tediously on a Zelda Fan Game and what normally holds me back is level design. How would I go about making interesting and slightly challenging dungeons? I could use a couple pointers and maybe examples. If I can tackle THIS, then I can hopefully FINISH the game.
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DJvenom

super-sage
Re: What makes a good 2D zelda dungeon?
« Reply #1 on: August 07, 2009, 01:12:19 pm »
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Back tracking to solve puzzles using items you got in the dungeon to open alternate paths or to progress is always fun! In LTTP I personally always enjoyed the puzzles where you have switches that open/close paths and you have to hit the buttons in the right order to get by the room.
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I do art
I ermmm... DID do art
I do art
Re: What makes a good 2D zelda dungeon?
« Reply #2 on: August 07, 2009, 01:13:53 pm »
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But is there a border between challenging and just plain annoying? And if so, where is it?
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Re: What makes a good 2D zelda dungeon?
« Reply #3 on: August 07, 2009, 03:33:07 pm »
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There are lots of tips for creating a dungeon:
-Avoid simple backtracking. Instead try having the player naturally end up at / near an older locations where they now have newer options with there found item / key / whatever.
-Tease the player with unreachable locations they know can be reached later on.
-Connect your rooms with more than just doors. An examples from my game are pits spanning multiple rooms and cannonballs continuing to move through a second room after leaving the first.
-Puzzlewise it's mainly preference. Using simple mechanics can be very forfilling as long as you don't use the same thing twice (in exactly the same kind of situation)! Harder puzzles or for further down the line or something fresh. Just look at tetris.
-Post what you have, have it get flamed / praised and learn for the next one.
-Don't plan too big! Seriously. Don't plan too big!
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