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Author Topic: Dungeon Design  (Read 1462 times)

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Zhello

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Dungeon Design
« on: December 18, 2009, 10:42:28 pm »
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I finally got up to the part in my project for the first dungeon which involes elements of Deku Link and Normal Link.  Currently Im using inside deku tree tiles by mammy.  Well I am not so much of a level designer but I know some puzzle elemts to place in the dungeon.

The monsters, I got that one set already, the thing is the mapping of the dungeon, gonna make a vid about it soon but for now heres the heart of the dungeon.


---The Temple----

As the 1st floor and a basement in order to get to the basement has something to do with the holes in the wall in pic. (one with objs too)

~The Forest Cavern~
----------The Feel--------
dark cave but in the basement is a ruined Deku Shrine


-------The monsters-------
Mad Deku
Land Octoroks
Deku Babas
Skulltulas
-------mini boss-----
Mutated Deku (x5  giant babas)
---Boss----------
Blind Jr.

----Dungeon main keys------
Resuce prisoner and complete the temple

-----Treasure------

Bow & Arrows

-----------Link's reason for going there-----------
The dark forces got a hold of Link earlier, after his escape, one of the baddies look into Link's memories and took form of Zelda, Sara, Ruto, Malon and Mido.  Fake Sara advises Link to go to this cave only to be enslaved by Blind Jr. the monster behind the illusions.  Link meets Leafosa, a Deku trapped inside the temple. Link learns that it was Blind behind everything, upon defeat, Blind reveals that Link is on top of the list, a Hero that wasnt suppose to be here at all, Blind Jr. is the first to know that Link is the Hero of Time in the story.  Link is then rewared with a Heart Container and also a Forest Pendant.
« Last Edit: December 20, 2009, 03:58:07 am by Linkwolf48 »
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Sinkin

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Re: Dungeon Design
« Reply #1 on: December 18, 2009, 10:57:22 pm »
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I can see alot of tiling errors all over the place. Make sure that you make all the things match in a room so everything looks good. But overall, I like the design of the rooms.
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Re: Dungeon Design
« Reply #2 on: December 18, 2009, 11:50:41 pm »
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I could be wrong, but it sounds like you're just kinda of winging it with the dungeon. Like you're making it as you go; without a plan.

I do like where this could go. With all the plants and water, I like the feel. There are a few tiling errors as Sinkin said, but I'm sure you plan on fixing those up.
I actually like having the big trees inside there. Nice touch.

Still though, I suggest that you plan out the whole dungeon by mapping it out. Just sketch out the rooms and some rough ideas of how it will all hook together. Among other things, it will seriously improve the complexity of your dungeons.


Some ideas about those holes:
- Maybe Deku Link is short enough to travel through them?
- If Deku Link can spit nuts, then maybe you have to spit nuts into/through them?
- Change water flow to go through the holes (ones that make a tunnel) to flip switches or to fill a pit in order to cross it (if Link can't swim, make a floating piece of bark rise with the water. And Deku Link would be light enough to hop on it ^_^)
- The classic rat could dash in and out of the holes and you'd have to plug all the holes but one in order to kill it. Of course the rat would be carrying a needed key or something.

Or were you asking for ideas? LOL, well there's some thoughts just the same. :P


Did I mention how much I like the feel? XD
Summary: Fix up the tiling errors, maybe make the water not so rough (if you have edges for it?), and plan the dungeon a bit more before going any further with it.


EDIT:
One more thing. It seems like you've got quite a story there. But why ruin it for everyone? Unless it was necessary to tell us that..? Maybe it's just me, but letting an exciting story unfold with all kinds of plot twists etc; that's half the fun! ^_^
« Last Edit: December 19, 2009, 12:03:08 am by FrozenFire »
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Re: Dungeon Design
« Reply #3 on: December 20, 2009, 01:05:42 am »
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There's way too much empty space and pointless areas in the rooms. Also, try to center dungeons puzzles around the new item Link obtains. In almost every Zelda game, you see a room that you want to get to, but can't until you get the requisite item, which is usually in the dungeon. The design of this puzzle is usually obvious enough to let you know what the item is.
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well i dont have that system and it is very hard to care about everything when you are single

Zhello

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Re: Dungeon Design
« Reply #4 on: December 20, 2009, 03:11:22 am »
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The rooms are empty due to lag,  I had to remove the monsters and other objs within the rooms lol.
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Linux is a wonderful thing
~Linkwolf48/Gumstone1080~

The Legend of Zelda - New Beginnings

http://zfgc.com/forum/index.php?topic=34986.0
1.6 Demo -
https://www.dropbox.com/s/56km0iadaras56g/LoZNB%20Game%20Folder.rar?dl=0


Side Projects:

Dragon Diary - Cybernetic Threat
Story: http://wiki.zfgc.com/Cybernetic_Threat

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Re: Dungeon Design
« Reply #5 on: December 20, 2009, 06:19:39 am »
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The rooms are empty due to lag,  I had to remove the monsters and other objs within the rooms lol.

Sounds like someone needs to work on their coding then.
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well i dont have that system and it is very hard to care about everything when you are single
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