Flower_Lair_Fae_Forest

[Dungeon (1 Star)] [Fae Forest]

Approved
4 years ago

by Erythra Home Files Download ZIP

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Hi,

These are the changes done following your last feed-back:

  1. GM_Quest_Player_Spawn removed from room01
  2. Blue teleporter outside and purple one inside (thank you for the correction of the guide :) )
  3. High decrease of deco and spikes  in head flower and bossroom 
    • /debugtext  element number is most of the time green , for some point of view, orange, but not anymore red for the full dungeon
  4. Updates room by room 
    • room_01VARa amount of glim flowers reduced to have a green element number
    • room_01VARb petals of the flower path are longer  => it is easier to indentify the path and to jump
    • room_01VARc => flowers removed to make the "Stair" path more obvious
    • All entrances are using natural looking ground
    • Flower head => there is now a very short way indicated by green arrow for each variation
    • Size of green side reduced on 'flower head' to see the flower shape from far
    • Boss_room_VARa - reworked to have a throne council and to have a better balance between glowing areas
    • Boss_room_VARb - reworked  white flowers  garden instead 
    • Boss_room_VARc - decoration reduced and safe spots in spike 'landing pad'

By advance , thank you for reviewing it again :D

Info

Progress


Status

Created 4 years ago

Updated 4 years ago

Approved 4 years ago
This Creation was Approved by Creation Moderators and is waiting to be considered by Trove Developers for Acceptance.
Activity

Flower_Lair_Fae_Forest status has been set to Approved

Ylva 4 years ago

Flower_Lair_Fae_Forest status has been set to Needs Review

Erythra 4 years ago

Flower_Lair_Fae_Forest status has been set to Active

Ylva 4 years ago

Flower_Lair_Fae_Forest status has been set to Needs Review

Erythra 4 years ago

Flower_Lair_Fae_Forest status has been set to Active

Erythra 4 years ago

Flower_Lair_Fae_Forest status has been set to Draft

Erythra 4 years ago

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Flower_Lair_Fae_Forest status has been set to Active

Erythra 4 years ago

Flower_Lair_Fae_Forest status has been set to Needs Review

Erythra 4 years ago

Flower_Lair_Fae_Forest status has been set to Active

Erythra 4 years ago

Flower_Lair_Fae_Forest status has been set to Draft

Erythra 4 years ago

Flower_Lair_Fae_Forest status has been set to Active

Erythra 4 years ago

Flower_Lair_Fae_Forest status has been set to Needs Review

Erythra 4 years ago

Flower_Lair_Fae_Forest status has been set to Active

Erythra 4 years ago

Flower_Lair_Fae_Forest status has been set to Needs Review

Erythra 4 years ago

Flower_Lair_Fae_Forest status has been set to Active

Ylva 4 years ago

Flower_Lair_Fae_Forest status has been set to Needs Review

Erythra 4 years ago

Comments and Likes Comments 22

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@Ylva

Thank you for guiding me in my first creation for Trove with patience ! :D 

Flower_Lair_Fae_Forest status has been set to Approved

Hello again!

Im honestly impressed by the solution you came up with for the maze rooms, it is much simpler now (if one keeps an eye on arrows indicating shortcuts) but it kept the layout, efficient work! Seriously loving all the boss rooms too, great job :D

I believe a dungeon should be good to go now, thank you for all the hard work. Approved!

Flower_Lair_Fae_Forest status has been set to Needs Review

Flower_Lair_Fae_Forest status has been set to Active

Hello!

Wow thats a lot of work put in a dungeon :O

To clear up the teleporters. Purple goes on the inside, next to boss. Blue goes on the outside, next to dungeon entrance or on top. You get both as default items in Metaforge. In the guide i link items from the database, and im not sure why icons are reversed in there but i complained to Etaew about it (and i think its fixed already). Thank you for pointing it out.

GM_Quest_Player_Spawn is only used in Minigame maps, such as Pvp or various Challenge maps. Please be sure to remove those from dungeon blueprints.

Decorations are good to certain extent. It is important to keep an eye on voxel count - amount of surfaces a game engine has to process to generate and show a dungeon to players. You get that to display with /debugtext chat command in Metaforge. Green is good, Orange is acceptable and Red is a bit too much and needs to be reduced.

Your dungeon shows red on most occasions:

Decorations affect that, and so there needs to be much much less of them. For example, structures made entirely out of Fae Hedge would need to go.

Some notes room by room:

room_01VARa - looks and works great, but might need to reduce amount of glim flowers and grass if voxel count would still be too high after decorations are trimmed.

room_01VARb - path is a bit unclear, some jumps could be hard to make (especially if its lagging). Could the 'path' flowers may be have bigger 'heads' to jump and stand on?

room_01VARc - path is a bit unclear. May be there could be a chain of same colored flowers leading to the entrance and indicating the next platform a player needs to jump on?

All entrances could use some natural looking ground. You could use chat command to add it to your inventory, /wadd placeable/block/natural/faegrass.binfab , and then /floodfill the ground layer with it. That will make your dungeon naturally fit in the biome. Left is without those natural blocks, right is with.

Gameplay rooms - First of all, they are a great improvement from first version. Awesome job on material maps too! You are really good with using decorations and making incredible combinations out of them, and i do see that there is a story in every room, but the amount of them and spikes would need to be at least 50% less than it is now.

Quick example of a currently decorated room and a room with acceptable amount of deco. There is not really a hard limit on amount of spikes per room, but there have to be safe passages through them.

While the maze is much better than before, the two-layered design is still very time consuming to run through. Not saying it should be 1-layer, but making the whole route shorter could be beneficial.

If dungeon takes too long to complete or is too annoying to pass through, most of the players will just skip it and move onto the next one, or bomb straight to boss first chance they get.

Also, all 'flower head' rooms are very square (looking from the outside). I understand making them more of an actual  flowerhead shape would be a lot of trouble and wont do well for room inlay, but may be reducing the size of green side leaves and exposing more of flower petals could help it read better as a flower from a distance?

For the Boss rooms:

boss_room_VARa - needs less spikes. Keep an eye on amount of decorations. May be something wall pattern for the walls and/or some color change to break up huge neon glowing rectangles? One of the turrets seem to be misaligned. 

boss_room_VARb - needs less spikes. Structures made from decorations would have to go, it should be easier to make same from voxels instead. Loving those butterflies on the walls!

boss_room_VARc - absolutely stunning design. Somewhat less decorations and safe spots in spike 'landing pad' and it would be pristine.

 

You already did a great amount of improvements, really hoping i would be able to approve the dungeon next time i see it on review!

Oh also, you dont have to set your creation to Active to make changes. Plus, if you change the status yourself from Review to Active and to Review again, the creation will be put in the end of queue, just thought it might be good to mention.

Flower_Lair_Fae_Forest status has been set to Needs Review

Flower_Lair_Fae_Forest status has been set to Active

Flower_Lair_Fae_Forest status has been set to Draft

Flower_Lair_Fae_Forest status has been set to Active

Flower_Lair_Fae_Forest status has been set to Needs Review

Flower_Lair_Fae_Forest status has been set to Active

Flower_Lair_Fae_Forest status has been set to Draft

Flower_Lair_Fae_Forest status has been set to Active

Flower_Lair_Fae_Forest status has been set to Needs Review

Flower_Lair_Fae_Forest status has been set to Active

liked this!

4y

Flower_Lair_Fae_Forest status has been set to Needs Review

@Ylva

Thank your for your feedback , i guess a wall of text is fair as it is my first dungeon i was expecting that :D! i will work on the mentionned points and deliver another version  :D 

👍

Flower_Lair_Fae_Forest status has been set to Active

Hello!

So sorry for the delay, i had a very busy week.

I like the idea of your dungeon very much! A delicate but dangerous Fae Flower with hidden passages and secret rooms :D You did extremely well for a first dungeon created ever, but there are few things that would need to be adjusted before id be able to approve it.

Lets start with Variations. 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. You already have multiple rooms, now its just the matter of making alternate versions of them :)

Your 'entrance' room_01 features a round flower patch with few much taller flowers and a stem of a main flower. To keep all rooms working together you would need to keep the stem location and the end of 'stairs' flower in same place, but rest of them things can be changed.

Flower patch could be of other shape (triangle, square, crescent moon that is often seen as pond shape in Fae biome etc ect), placement/amount/shape of additional flowers can be different, 'stairs' could start in completely different place and feature smooth climb up instead of spiral, as long as it ends in same spot and so on. That will make up a variation that can be used in same place and with same purpose, but with a different walkthrough path through it.

Same for flower head and boss room. Different color for the flower, different path through it, different placement of walls etc in boss room. Each room must have 2 variations, more is welcomed but not mandatory.

You could download and check recently approved and added to game dungeons for some variation examples :)

Second most major thing: maze in the flower head. That is something that cant be in the dungeon design as it is right now. Layout is very confusing and can be super frustrating for new players who dont yet use bombs or have dragons to bomb dungeon walls.

With narrow passages like that and unicolor walls its very hard to navigate or keep any sense of direction. Plus some corridors/rooms look like 'backstage' of a build that is not meant for public eyes:

It is alright to have some wiggly corridors, but they do need to be more spacious, much easier to pass through and somewhat more 'brushed up'.

Aside from those, there are few other things:

- for 1* Dungeons you need to use GM Quest (chest without crown), GM Boss Quest is used for 3* Dungeons instead

- there should be multiple possible monster spawn locations (GM NPC) placed throughout the whole dungeon. Only 5 of them will spawn on each dungeon generation but they must have options to chose from

- keep an eye on the amount of traps and their placement. Only up to 8 active (everything thats not a spike) traps can be placed in each room. Plus, with placement like this, only bottom row has a chance to even hit the player.

 - objective (boss or cursed skulls) placement should be somewhat further from the wall. We have no way to set it to only spawn Bosses or only Cursed skulls, so placement must be fit for both, and if Cursed Skulls spawn in current location half of their monster spawn radius will be outside of dungeon borders.

- exit portal (purple GM Quest Teleporter) shouldnt be hidden and must be placed in a noticeable place instead. Also there must be a GM Quest Teleporter Outside (blue) placed on the outside of a dungeon, on top or near the entrance usually works. Without it the exit portal wont spawn at all and players will be trapped inside.

- last, Fae uses Glass and Glowing blocks for the flowers, so it could be good to feature that in dungeon design. Material Maps are used for making voxels transparent/ glowing/ shining like a metal in Trove. Do keep i mind that one voxel can not be both glowing/glass and metallic at the same time.

 

Sorry for the wall of text, hope it helps.

Going to set status of your dungeon to Active, change it back to Needs Review if you upload any updates. Good luck!

Flower_Lair_Fae_Forest status has been set to Needs Review

liked this!

4y