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Commented on Egypt Themed Dungeon Dungeon (1 Star) creation

Hello!

Huge yay for dungeon creation :) Its somewhat more complicated than one blueprint, and im going to try my best and explain but please dont let the text scare you. Creating dungeons is easy once you get a hang of it.

Every dungeon has to consist of multiple rooms and their variations that can be assembled together. With that, it takes longer for players to get used to the dungeon > makes gameplay less repetitive.

Lets say you have 2 top variations - Sphinx and a Pyramid, then 2 gameplay room variations - room with deadly traps and corridor with poisonous water, and 2 boss room variations - room with sarcophagus room and 'decoy' room with more traps and no 'treasure' (lore wise ofc, there always will be a boss and reward chest). 

With that, your lair can spawn in variations of Sphinx > trap room > sarcophagus, or Sphinx > water > sarcophagus, or Sphinx > trap room > decoy room, or Pyramid > water > sarcophagus and so on, you get the idea. More room variations you have = more variations your lair can spawn in = more unpredictable experience can it provide to players.

Each of those rooms needs to be a separate blueprint. Then, using plugs and sockets they can be connected to each other. Thats why we need the .dungeon file, to tell rooms how to assemble.

You could download some dungeons that were Approved (and already Added to the game) from the site to look at their blueprints and ways they are constructed.

There are also some minor things like monsters have to be able to spawn all over the dungeon, not just in boss room, or exit portal has to be using GM Quest Teleporter Outside (blue) instead of second red one but those can be easily fixed at any point of time. Getting the layout and room assembly correct takes most time and is most important.

 

Going to set this one to Active, but really hoping you ll continue with dungeons :)