Falling eye

[Dungeon (1 Star)] [Geode Topside]

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4 years ago

by octarock Home Files Download ZIP

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Rename falling eye 

 

A follower of Q'bthulhu Is try to get back her little ones an is found falling just outside the place the been keep go inside and find out what happened to the ones that keep them from the eye.

 

Also want to try something different with the game playroom 

 

So I Made it so it's not in red anymore and cut down so much stuff but still, try to keep close what its meant look and I add the exit portals.

I keep all the old pics as a way to show make a dungeon can take different forms until its done.

 

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Created 4 years ago

Updated 4 years ago

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Falling eye status has been set to Draft

octarock 4 years ago

Falling eye status has been set to Active

Ylva 4 years ago

Falling eye status has been set to Needs Review

octarock 4 years ago

Falling eye status has been set to Active

Ylva 4 years ago

Falling eye status has been set to Needs Review

octarock 4 years ago

the collector's outpost / Chain eye status has been set to Active

octarock 4 years ago

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the collector's outpost / Chain eye status has been set to Draft

octarock 4 years ago

the collector's outpost / Chain eye status has been set to Active

Ylva 4 years ago

the collector's outpost / Chain eye status has been set to Approved

Ylva 4 years ago

the collector's outpost / Chain eye status has been set to Needs Review

octarock 4 years ago

the collector's outpost / Chain eye status has been set to Active

Ylva 4 years ago

the collector's outpost / Chain eye status has been set to Needs Review

octarock 4 years ago

Chain Eye status has been set to Active

Ylva 4 years ago

Chain Eye status has been set to Needs Review

octarock 4 years ago

Comments and Likes Comments 28

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Falling eye status has been set to Draft

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Hello again.

Glad to see exit portals, now players wont get stuck for sure :) Good job on trimming decorations, it seems to stay within orange borders for now.

You kept floors made out from decorations though, i get it it creates a nice effect, but it is still not something that i would be allowed to accept. Players with slower PCs and Console players could suffer a great deal trying to rush through dungeons like that.

About variety, both entrances look quite alike, gameplay rooms seem to have noticeable difference only in wall color and same goes for boss rooms. Variations are needed to make dungeons feel less repetitive, not for spot-a-difference game.

All your boss rooms dont have a roof, and all your gameplay rooms are entered through a portal, that means a portal can be in any place in gameplay room, and drop down to boss room can also be in any place, it doesnt have to be a straight corridor in all cases.

 

Im afraid if i approve it the way it is, it will get set back by Devs again. It seems to be correct from technical side for now, but design and visuals still need some more work. Dungeons are very important gameplay element of the game, so they do need to be of top quality. 

liked this!

4y

liked this!

4y

Falling eye status has been set to Needs Review

liked this!

4y

Falling eye status has been set to Active

Hello!

Good to see the dungeon being worked on!

As for photos, i see you want to keep them for history, but may be you could trim them just a little bit? Its getting hard to navigate through them.

About the dungeon, i very much like the changes, layout looks straight-forward and easy to follow. All parts work together, thats great too!

For technical side, there dont seem to be any exit portals in boss rooms, how are players going to get out?

Also, you are using extreme amount of decorations. This is not a good thing. If you use /debugtext command (/debug_text on pts) you could see that Voxel count of your dungeon is over the roof. Green voxel count (Elements) is good, orange is acceptable and red needs to be fixed. More decorations/traps/floating blocks you have >> higher is the Voxel count.

Please make sure you dungeon does not have floors or walls or ceilings made entirely out of decorations. I mostly mean gameplay rooms.

Please avoid using things that are not meant to be accessed in the game mode. Big Geodian crystals from the Geode caves can usually only be revealed with Thumper, and that is something players do not have on Geode Topside.

I have to set it back to Active for now, sorry.

Falling eye status has been set to Needs Review

the collector's outpost / Chain eye status has been set to Active

@Ylva

ok i see what mean i start working on some this week when i have more free time and thanks

the collector's outpost / Chain eye status has been set to Active

Right, according to feedback from Meowser that 'ideas are good but with current implementation it is unlikely to be accepted', lets try to may be improve it.

I checked it over again and noticed a very weird thing, your rooms overlap eachother when they spawn? The two bits in orange circles.

How about somewhat more logical separation of parts to avoid that? 

I am not sure what exactly they had in mind since you had a conversation with devs about this one and not i, but just as wild guesses:

- chains on eyes look very thick, may be they could be less stone-like and more chain-like

- both dead and alive eyes are floating, may be it would make more sense for dead eye to lay on the ground

- tower ruins look good but may be a bit too symmetrical? may be it would look/work better if tower/outpost was more obviously built like a structure instead of 4 pillars with a wall between 2 of them?

- anti-gravity lift could feel out of place because it looks more neon than geodian, may be you could come up with some other ways to implement that or use other methods for players to each the portal.

-while museum in the boss room looks alright, may be it would work better for overall impression if that was also themed closer to eye idea? for example, if it is an outpost to contain dangerous creatures, it would make sense that in the basement they have some bunker sort of room and weaponry to defend themselves if creatures get out.

Those above are just a way i would do it, you dont have to follow that to the letter. I think devs want some design that would be easier to understand at first glance.

Since it needs more work, im going to set it back to active.

the collector's outpost / Chain eye status has been set to Approved

Looking good, approved!

the collector's outpost / Chain eye status has been set to Needs Review

the collector's outpost / Chain eye status has been set to Active

Oh and also, there is no need at all to screenshot every corner of a dungeon. 3-5 images showing assembled variations and possibly a couple of other nice shots would be sufficient enough. Pretty sure it says so in the guide too.

Although if you want so yourself, you are welcomed to post as many screenshots as you d like, just saying its not required.

Hello!

Looks like its finally getting there, good job! Variations are looking good, they spawn as they should, every player should be able to reach the boss, very nice :)

Two very minor things:

- There are no monster spawns throughout the lair, only in boss rooms. please add some possible monster spawns to the surface bits too

- In boss rooms you have a chess-board pattern on the floor and that could be seriously annoying to fight the boss in. Making those holes with dangerous liquids 2x2 and more spread around the room (instead of 1x1 and all in the middle) could work. Making holes deeper and covering them with glass (left corner of image) could work too.

Back to active for a tiny bit.

the collector's outpost / Chain eye status has been set to Needs Review

@TFMHisztike

I under stand that now but also umm ok "we have the same feeling about ur stuff aswell :)" is that mean be a jk or some thing i do not get what try to say there

@Ylva

some mates help explane to me thanks for all you doing hugs

@octarock

if u want it to be a working approved dungeon give it a time and read it since she had the effort writing these to help u, u need the effort to read it aswell, and be thankful that she tries to help instead of "i have a headache reading this" we have the same feeling about ur stuff aswell :)

@octarock

Sorry :( I tried to explain things as clear as i possibly could, please dont give yourself a headache >_<

@Ylva

there too much words and well stuff for my to well read /figer out what try to say my dexlar and ahpers is make very hard for to work it out i give me my self a head acke try to read it

Chain Eye status has been set to Active

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 :)

Chain Eye status has been set to Needs Review