I made this dungeon:
-Make rooms look like they have purpose. to come alive
-Decorate areas, to reinforce the above.
so I made this:
Hmm.. :S Don't know what to say about this.. I can see what you all mean... just don't know how to fix it...gamecreator wrote:Haha, thanks! I got it too now!Borys wrote:Ups, sorry, their tail are looking like legs lifted in the ear, making guards look like they are all pointlessly running.
LAYF, those guards really look like they are running. Also I didn't perceive it as pointless.
Thanks, I thougth they would. I do like to have a net to hallways connect my dungeon, as, for a fortification of any kind, that is more effective than connecting rooms directly.thinkslogically wrote:I see now! Yeah, those doors go a long way in helping us understand your layout! Of course, where there are doors, there had better be rooms to explore! Cos that's pretty much where your players are going to want to go.
And off cause there are rooms to explore, I would not be so evil as to swing a piece of candy in front of the children of the internet and then steal it back right as they reach for it...
About empty rooms, Yea... I know.. but on the other hand, full rooms over all will look weird in this case.. BUT: the setting i have in mind for this game will require some empty rooms and possible resting places.. I know that slows down a game, especially a forum game... I'm trying to think a way around this.... we will see....thinkslogically wrote: Anyway personally, I'd try and avoid having empty rooms if you can. If it takes a full action to enter a new area, your players are essentially wasting a day's turn to go to a place where there's nothing to do. Not a big thing, but worth thinking about I think. I might also try to include more puzzle-type elements just to mix things up a bit (though they're hard to make up, so if you make a good one don't waste it on a demo!)
Puzzles... yea.. I have a few... but only a few... so I'll safe those as you suggest
Massive? serious? damn... Ehm... eh... yea....thinkslogically wrote: Also, your dungeon is massive, but there's not an enormous amount of variety to it. In hte Last Ditch Dungeon, LSN drew 10-12 areas and split the dungeon into territories belonging to different monster types to add variety, and also threw in a few unexpected things too. I understand why you've designed your dungeon the way you have, but it will take a LOOOONG time to explore playing on a forum and your players might get fed up with kobolds and snakes quite quickly. What you have now looks really cool, but would probably work better as a live game rather than one running at a forum pace.
I understand the idea with variation.. my standard style is to go 4-8 rooms of one type before shifting theme if its a Huge dungeon, or keep the whole dungeon in one theme if its small as this one, now... my kobolds vary, both in tactics and stats, that's what I'll use to add flavor. but I do see your point... and I'll try to make smaller dungeons in the future (even if it hurts my hearth )
Thanks I'm tryingthinkslogically wrote: I love the tapestries though! They also help to give a sense of who these guys are and what they're up to
I'mBob wrote:Nice work LAYF! I really like it.
Thanks a lot Bob
So... next up.. I'll begin to work on my small side rooms...
The bonus of making such a "Demo" dungeon here is:
I get a lot of interior designs done.. and even some extra monsters from time to time.. (The kobolds was made 100% for this demo)