![]() ![]() I realize the notion of me, who has published 0 games with combat, answering this question is a little absurd-but since you framed it as a mapping question and I consider mapping my strongest suit, I felt qualified to throw my hat in the ring XDĪs always, it depends on what you want in your game. Decide the smaller obstacles, enemies, and puzzles (if applicable) Decide any major defining features I want it to have ("the dungeon with the statue puzzle," "the mountain pass with the bridge you have to fix," "the dungeon where your guide turns on you," and other one-sentence ways a player might describe it to someone)ģ. Establish its position and purpose in the story, thereby determining what type of location it should be (prison, temple, mountain pass, etc.)Ģ. I personally design dungeons in the order of:ġ. Is this area well-kept, or has it fallen into disrepair? Is this area designed to facilitate traffic flow, or is it intentionally difficult to navigate? That's not to say that I sit down with blueprints of real things before I make my maps, I usually don't-but I think of things like: Form follows function: a dungeon that is actually, actively used as a jail will have a much different layout and look than a "dungeon" (video game usage) that was originally a temple but is now crawling with demons, etc. My go-to in mapping is always to ask myself what story this area tells. I think the key here is to know what you want the dungeon to accomplish, both narratively and mechanically. I feel like my point for making this might have been lost in my own verbage, so TL DR: I understand some concepts of how to make dungeons feel good, but I am not certain how to implement them to a great extent in mapping. You may notice that this list doesn't really touch too much on what makes maps look or feel good in actual layout, and that's because I really don't understand that, mapping feels like an artform where I'm at the equivalent level of a 3rd grader or something. if a dungeon is long and doesn't move the plot forward at all, nor develop characters in any way, it's a wasted opportunity.See also: If the game isn't focused on puzzle-dungeons, having complex puzzles is more likely to frustrate a player who "didn't sign up for this". ![]()
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