Enviable Crystal
[Dungeon (1 Star)] [Geode Topside]
Enviable Crystal status has been set to Active
Ylva 1 month ago
Enviable Crystal status has been set to Needs Review
DeSpare 1 month ago
Enviable Crystal status has been set to Active
DeSpare 1 month ago
Enviable Crystal status has been set to Needs Review
DeSpare 1 month ago
Enviable Crystal status has been set to Active
DeSpare 1 month ago
Enviable Crystal status has been set to Draft
DeSpare 1 month ago
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@Ylva
Thank you for your generous reply! This is all extremely helpful information that I will be making use of. I can't believe I missed those extra blocks! Sometimes when placing in Metaforge, blocks can get placed behind things I can't see. Sneaky little things snuck in there, hah! I'll fix those first. The flow of the dungeon should be: 1) Jump down from the surface level through the hole. 2) Go clock-wise around the crystal, drop down. 3) Go counter clock-wise around the crystal, drop down again. 4) Fight boss in final room. Then there are the alternative routes by going up to the top of the structure or finding the hidden portal (thought that would be a fun hidden thing for the second run through, like you mentioned). There is even a way to "bypass" the first floor in level_01_template by going through one of the water fixtures in the corner, but it's the opposite direction that you'd be moving so you have to be looking for it! I can't believe I uploaded all of the files again after you mentioned that I didn't need to last time! I remember being super excited to upload, so I probably forgot in the moment. I am SO going to make some awesome variations using your suggestions. I had a couple other ways I was thinking of making the designs of each floor and now I know I can make them, so I'm stoked. Thank you for all of your wonderful feedback!Forgot to mention, every dungeon needs a 'roof' of fake air blocks (Placeholder block in metaforge), it is usually a flat circle a couple of voxels above the highest point of a dungeon - it ensures that the dungeon will not get buried under the ground when it spawns in the world.
Easiest way to add it - make it a separate blueprint connected to the one below it with a plug-socket connection, this way you would not need to place blocks in an existing mound_template and would be able to easily change the height its placed at, if needed.
Oh wow, a dungeon! Always great to see new dungeons :) Overall the idea and design is great, and the dungeon is looking very stylish, well done!
I have to ask, what is the intended flow of the dungeon? Drop down through level_01_template to boss_template, right? An the red portals offer for an alternative ways to reach the boss? So players who would see the dungeon for a second time would mine straight thorough the crystal and use the portal?
It definitely seems like a fun approach!
I would suggest to somewhat reduce the amounts of jump pads leading up the structure, unless it is intended for this to be the most 'obvious' way for players to take on the dungeon.
Also the upper ring has some extra blocks that seem to be misplaced.
While this dungeon looks great, there need to be at least 2 different room variations per piece before i could Approve it.
Meaning, at the moment there are only 3 blueprints, boss_template (yellow plug), level_01_template (orange plug, yellow socket), and mound_template (red plug, orange socket), and there should be at least 6.
So for example a:
boss_template_01 and boss_template_02
level_01_template and level_02_template
mound_template_01 and mound_template_02 ,
where each of 01 and 02 works with any 01 and 02 from other pieces. This would add a great deal of possible variations that a dungeon can generate with = the end experience for players completing this dungeon will be less repetitive.
For some ideas, Boss room variations could be:
- existing room with tentacles
- same room without tentacles + different traps
- different room w/wo tentacles + different traps
- a room with a different type of entrance - no drop down, forced portal instead of an opening
level_01_template room variations could be:
- existing room with 2 dropdowns
- bigger room with 1 dropdown
- room with staircase instead of dropdowns
- room with different entrance - a forced portal here will work just fine too
mound_template room variations could be:
- existing construction with big shattered crystal
- smaller/less platforms with bigger crystal
- shorter crystal + less platforms
- tentacles instead of crystal, all with different jump puzzles
The more the merrier ofc, but at least one variation per room is required. Im sure you can come up with something that would offer for a varying gameplay!
Also, only blueprints listed in the .dungeon file are used, all the material maps get included in the blueprint when it is made, so you do not need to upload all the _a, _s and _t.
The layout.txt file is generated every time anew when you load a dungeon in a metaforge, and it contains a debug information about the dungeon and queries that were ran to spawn it. There is no need to upload it either.
Im going to change the status of this creation to Active for now, but hoping to see it back on Review with some room variations soon!