The Fae Castles

[Dungeon (3 Star)] [Fae Forest]

Added
2 years ago

by _FutureHero_ Home Files Download ZIP

The castle of the wild faes and the overgrown castle of the dark faes. 

finished the changes ^^

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Created 2 years ago

Updated 2 years ago

Rewarded 2 years ago
This creation has been Accepted by the Trove Developers, it will be added to the game.

The author of this Creation has been Rewarded by the Trove Developers.
Added 2 years ago
This Creation has been added to the game!
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The Fae Castles status has been set to Added

ActualPostCard 2 years ago

The Fae Castles status has been set to Rewarded

ActualPostCard 2 years ago

The Fae Castles status has been set to Accepted

ActualPostCard 2 years ago

The Fae Castles status has been set to Approved

Ylva 2 years ago

The Fae Castles status has been set to Needs Review

_FutureHero_ 2 years ago

The Fae Castles status has been set to Active

Ylva 2 years ago

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The Fae Castles status has been set to Needs Review

_FutureHero_ 2 years ago

Comments and Likes Comments 11

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Congratulations! Your dungeon has been added to Trove! 

It can be found in Fae Forest biome.

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2y

The Fae Castles status has been set to Added

The Fae Castles status has been set to Rewarded

The Fae Castles status has been set to Accepted

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2y

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2y

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2y

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2y

The Fae Castles status has been set to Approved

Oh my, this is incredible :D Variations are right on point, thank you so very much for adding them! I absolutely love the new throne rooms :) Portals looking good too.

Truly amazing work of (dungeon) art, well done!

Happy to approve, hoping to see it in game \o/

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2y

The Fae Castles status has been set to Needs Review

@Ylva

Thank you ^^ this makes a lot sense to me, It will be back in review pretty soon

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2y

The Fae Castles status has been set to Active

Hello!

So sorry for the delay, last week has been just crazy.

This dungeon looks absolutely gorgeous! It is incredible how much details you managed to fit in while having the load limit pleasantly low :)

I really love the layout and the architecture! Hidden passage is done very nicely too :)

Mobs, bosses and traps all seem to be correctly placed as well, great job! 

For the portals - Purple (Gm Quest Teleporter) connects to Blue (Gm Quest Teleporter Outside), they have to come in a pair. Purple is placed next to the end boss encounter and Blue is placed on the Outside of the dungeon. Currently you are using Blue portals in both cases. 

Unfortunately there is one major thing that makes its impossible for me to Approve this dungeon - variations.

It must be my fault for not explaining well enough, i am sorry :( 

I understand you want to have two separate sets for Dark Fae and Wild Fae - it could be done, but with the current set up (2 blueprints) there are only two possible variations for a whole 3* dungeon to spawn in. This means players would always know what is inside the dungeon once they see the color of it.

There is a way to achieve needed variety while leaving most of your hard work as is.

Im going to use fae_dungeon_green_castle.blueprint as an example.

You have this beautiful full build and here are some zones that could be isolated for variety:



Id say pick any 3 of those or 2 boss places and some other gameplay area inside the dungeon.

Im going to use orange one (big end boss) room for the following step-by-step example.
 
First im going to remove that piece from the big master blueprint. I load the whole thing into metaforge and use my mining laser to remove blocks. You could ofc cut up the model in voxel editor, but doing this in Metaforge would save the time you ve spent on decorating the whole place.

Once i laser away blocks id need to use a plug-socket for this new separate room to attach to the rest of the dungeon.

There must be Red Plug to connect the dungeon to the World Red Socket, and one bluerpint can only have one Plug, but it can have multiple Sockets.

I am going to use Orange Socket in the middle of that space. I /save the blueprint and end up with something like this:

Now, in the Voxel Editor i take that part we just removed, copy it and make it different. Point here is to make players do something different than they have to do in other variation. 

Im going to elevate the middle and add glass to that so it can be easily damaged by players making it a harder terrain to fight in. Im also adding 4 pillars on the sides that are going to have traps.

Most importantly - im adding a block on the bottom of both platforms that indicates a placement of Orange Plug.


I make maps for each of those, export them, convert to blueprint and load in the Metaforge one by one.

For each of those boss rooms i add boss spawner, purple exit portal and some traps. You have quite some possible mob spawns in the dungeon itself close to this platform so its fine to not have spawns directly on it.

I remove that orange voxel i placed in Voxel Editor and replace it with the same Orange Plug in both cases and save.

This is all for functional elements, if you want to add extra decorations - please make sure that these variations work first. And by 'work' i mean they spawn, they rotate properly, their parts are not blocking other pathways or doing anything else you dont want them to be doing.

Once im done with blueprints set up i add them to .dungeon file like this:

[Dungeon]
Type = Dungeon

[Piece0]
Blueprint = fae_dungeon_purple_castle
Quantity = 1
Weight = .50

[Piece1]
Blueprint = fae_dungeon_green_castle
Weight = .50

[Piece2]
Blueprint = fae_dungeon_green_castle_boss_01
Quantity = 1
Weight = .50

[Piece3]
Blueprint = fae_dungeon_green_castle_boss_02
Quantity = 1
Weight = .50

That results in the Green version of this dungeon spawning with either 01 or 02 variation of the boss.

I do apologize for the crude design, my only goal here was to make rooms look different enough to be noticeable on screenshots.

This is essentially what needs to happen at least couple of times in every 'master' blueprint - Wild Fae and Dark Fae.

If you were to use yellow room you would pick Yellow Socket on main blueprint and Yellow Plug for each pluggable variation and so on. You can pick any plug-socket pairs you want, as long as they are not used for any other things within a dungeon.

Now, lets say you use Red Plug, Orange, Yellow, Green and Blue plug-sockets for the Wild Fae variation. 

(and let me just say that this would be one fully sufficient dungeon already!)

But if you also want a Dark Fae variation to spawn, you would use Red Plug, Purple, Pink, Brown and Light Brown plug-sockets for rooms in that.

Any other plug-socket pairs that you have not yet used would work just fine too.



Such plug separation makes sure that, for example, no rooms with Purple plug would be able to spawn in Wild Fae variation (because there are no Purple Sockets in that bluerpint).

I really hope that wall of text above makes sense.

To recap: this dungeon is absolutely marvelous, we do need it added to the game. To get there you would have to add just a tiny bit more variety to the layout and fix portal placement.

Taking that boss room out and editing a 'variation' of it in took me about half an hour (typing this wall of text took much longer :P). So id say in 2-3 hours should be enough to get the needed variations done and working.

If it would take you less time to re-decorate full dungeon if you were to cut it up in Voxel editor rather than removing blocks from master blueprint - please feel free to chose that way.

Let me know if anything sounds confusing.

Im going to change status of this one to Active for now. Really hoping to see it on Review again! 

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The Fae Castles status has been set to Needs Review