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Commented on Falling eye Dungeon (1 Star) creation

Hello!

Oh i like the idea of this one, really interesting and new :D Very nice model too!

Unfortunately there are some design flaws that need to be fixed before id be able to approve this one. I apologize in advance for a whole lot of text, but im not sure how else to explain things.

1. Dungeon file.

I checked your previous Dungeon, it would seem in my memory failed me a bit. I was sure you had those variations spawning, but i guess not so lets be sure this time we get it right.

You current dungeon file looks like this (spoiler to save space):

[Dungeon]
Type = lair

#Creator = Octarock
#Dungeon name = Chained_eye

[Piece1]
Blueprint = Chained_eye_entrance
Quantity = 1
Weight = 1

[Piece2]
Blueprint = Chained_eye_Gameplay_room
Quantity = 1
Weight = 1

[Piece3]
Blueprint = Chained_eye_boss room
Quantity = 1
Weight = 1

That means, your dungeon will have 3 pieces to use when trying to spawn, [Piece1], [Piece2] and[Piece3]. All of them have Quantity (amount of times it can spawn) and Weight (chance for it to spawn) at 1, meaning they all will spawn 1 time with a 100% chance.

You do have variations for rooms, but since they are not listed in dungeon file they will never spawn. You would need to add them all as separate pieces and adjust the Weight. 

[Dungeon]
Type = lair

#Creator = Octarock
#Dungeon name = Chained_eye

[Piece1]
Blueprint = Chained_eye_entrance
Quantity = 1
Weight = 0.5

[Piece2]
Blueprint = Chained_eye_entrance_02
Quantity = 1
Weight = 0.5

[Piece3]
Blueprint = Chained_eye_Gameplay_room
Quantity = 1
Weight = 0.5

[Piece4]
Blueprint = Chained_eye_Gameplay_room_02
Quantity = 1
Weight = 0.5

[Piece5]
Blueprint = Chained_eye_boss room
Quantity = 1
Weight = 0.5

[Piece6]
Blueprint = Chained_eye_boss room_02
Quantity = 1
Weight = 0.5

Under that spoiler you can see all 6 pieces, and each of them having a 50% chance to spawn, meaning half the time it will try to spawn room, and other half it will try to spawn room_02.

Image to illustrate.

2. Variations

Last time i mentioned Variations too, and this time its much better. Opened (dead)/Closed (alive) eye is a great variation example!

However, it would seem that other two parts, Entrance/Entrance_02 and Gameplay/Gameplay_02 rooms are almost completely identical? What is the purpose of making them into two separate entrance/gameplay in that case?

Next, Chained_eye_entrance has a portal that Chained_eye_entrance_02 does not. That will work with Chained_eye_boss room but not with Chained_eye_boss room_02, because if Chained_eye_entrance and Chained_eye_boss room_02 spawn together, there will be a lonely portal leading nowhere.

And the other way around, if Chained_eye_entrance_02 and Chained_eye_boss room spawn together, there will be no portal leading to Chained_eye_boss room.

Whole point of having variations is to make sure that Dungeon appears different/gives slightly different experience to players each time they approach it. Of course eventually everyone will know all possible layouts, but still, more variations keep it New for longer.

With that said, each room must have at least 2 possible variations. Entrance_1, Entrance_2, Gameplay_1, Gameplay_2, Bossroom_1, Bossroom_2. All those variations should be able to work together, so a dungeon could spawn with Entrance1 Gameplay1 Bossrooom1 /OR/ with  Entrance1 Gameplay1 Bossrooom2 /OR/ with  Entrance1 Gameplay2 Bossrooom2 /OR/ with  Entrance2 Gameplay1 Bossrooom1 etc etc, you get the idea. Thus, adding just one more lets say Bossroom 3 would increase total amount of possible variations by a whole lot.

Please make sure that all your pieces can spawn, that all of them are different enough and that all of them can work together.

3. Sized and Layout

As i said in part 2, there dont seem to be a lot of difference between Entrance and Entrance_02, and Gameplay and Gameplay_02. One entrance has a portal that other does not, and one Gameplay has some extra traps. That is not enough difference to call that variation.

Also i do not see actual reason in separating those two. It is acceptable to merge Entrance and Gameplay together, assuming that enough variations are provided someplace else. Check the https://trovesaurus.com/creation=121/sunseeker-experiment for example. Creator made 2 entrance-gameplay bits and 4 boss rooms. I would not object if you merged your Entrance+Gameplay but made the results different in layout and visually. + Various Boss rooms ofc.

You also need to make sure that all Variations assemble a Dungeon that can be walked-through with limited amount of jumps (Rules state each dungeon must be able to be completed with just 2 jumps, but its likely a player will have a bit more by the time they reach Uber 8 and first Geode biomes).

To be clear, i mean walked-through as players being able to enter the dungeon, reach the boss room and exit dungeon. At the moment it would seem players going to need 7-9 jumps to reach 'dead' eye boss room from the ground, this is too much.

Speaking of Boss rooms, currently there is not much space for a boss fight at all. Boss rooms must be around 25-30 voxels wide and long. Yours are 8 by 8, that is not enough. Boss rooms must be suitable to fight all types of Bosses (single, cursed skulls waves, cursed skulls swarm) with all classes - both ranged (low health high dps) and melee. With a tiny boss rooms ranges classes have barely any chance for a fair fight.

Last, if you place Red plug one Voxel higher (on all entrance blueprints), your dungeon will spawn on same level as the ground.

6. Optional but preferred

To make your dungeon fit in the biome more and look more natural id suggest to round up that super square ground part. Also, you do not seem to be using the underground bit, so some part of that could be removed. Dungeons do not need to occupy whole 90 of height, 5-7 layers of voxels below the ground would be just fine (and it would also make it look nicer if it spawns in Hollow Dunes sub biome)

Having some of those green plants/tiny red rocks on the ground could also be a nice touch. 

 

Im going to set this one back to Active. It is a very good idea, but please work more on its layout and design. I promise i wont write any more text walls, most of the things i ve typed above are stated in the guide anyway :)