What works? What doesn't?
There's a lot of common dungeon settings, so tell me what kind of thing makes you excited - What kind is going to lead to an enjoyable dungeon?
>Mines, caves, forests, towers, ruins, castles, crypts, swamps, ships,
>Mountains, deserts, volcanos, in the air, underwater, or underderground
Are they better as thorough-fares or cul-de-sacs with a definitive endpoint? Are multiple entrances a benefit to exploration, or a waste of the player's time?
Is the presence of non-hostile npcs an improvement? What about shops or rest areas? How important is the preparation of resources before beginning exploration?
Give your thoughts /vrpg/!
>open-ended content farming question
>no mention of any actual game(s)
oh damn, /tg/ is leaking
its just corporate wienersuckers trying to get help for free
Half the catalogue is gunna be terrible threads when I wake up in the morning, isn't it? He's just going to keep making awful threads like this.
This isn't reddit. There's no point in making a thread like this. This is why /wsr/ exists.
>This is a forum dumbass.
No, this is an image board. Ask /wsr/.
Look, they even discuss RPGs there, with the same format of dumb questions you have asked. Perfect for you.
Guess it wasn't samegayging, huh, troony janny? Make better threads.
I don't understand the asshurt ITT, this seems like a genuinely interesting topic. There's plenty of disposable shit threads elsewhere.
To answer OP, I don't really care about the setting itself, moreso how the dungeon is designed. First person, tile based dungeon crawling has been my cocaine these past couple years. I think the ability to use repeated tile assets for visuals allows designers to focus on turning dungeons into complex puzzles and labyrinths.
But there's no right way to do a dungeon universally, it depends on the kind of RPG you want to make
> I don't understand the asshurt ITT
Schizo NEET posters
with made up vendetas and too much free time.
Swamps/Sand/Ice/Underwater tends to suck. Anything that impedes your movement. If it’s for a puzzle or two than sure but often devs go fricking ham and it just means you have to deal with a garbage experience for a period of time that’s even longer than a comparable non-suck dungeon
>Swamps/Sand/Ice/Underwater tends to suck. Anything that impedes your movement
Wow super intelligent contribution. That was really interesting to read, thanks for sharing.
Massively more intelligent than anything you’ve said, so you’re welcome schizo NEET
Did msm psy ops really turn teens into trans troons?
>huh
Sewers and subways in downtown DC in Fallout 3. I know a lot of people dislike them, but I love delving into them.
I've been really into King's Field lately and would like to play a modern dungeon crawler. Do any exist that are worth playing?
>What works
Good level design, dipshit. What a joke of a thread.
Now define "good level design".
There are thousands of pages long college course text books on design technique. Go read those and stop asking stupid questions.
What kind of dungeons are conducive to good level design, and what features of a dungeon constitute it in your opinion?
are these threads made by incompetent developers who want players to tell them how to make a game or something? i'm an rpg fan, make the game and i'll play it, i'm not going to tell you how because that would make it masturbatory.
this just seems like going to a restaurant and asking a customer how to design a good menu item.
>food metaphor
No moron. What you’re trying to argue is that players can’t have opinions about the games they play - which is insane.
more like their opinions are uninteresting because they are divorced of context and pure subjectivity. it's more a warning for no developer to listen to any of this.
> it's more a warning for no developer to listen to any of this.
Who the frick cares about that? Why do you think “MuH DeVeLoPeRs” read any of your posts in the first place?
Like every other thread on this entire website it’s a conversation amongst random anons. But for some reason you’ve decided to pick a thread you aren’t even interested in out of all the other ones to shitpost in
there are certainly people here who make video games or might go on to make them. wouldn't want to lead them astray by listening to a bunch of tards jerk off over what a "good dungeon" is, as if you can separate parts of a video game and dissect them, rather than looking at them holistically.
I agree. Players are generally worthless as advice givers but great for finding problems in your design. They just don't have the solutions.
Castles and Caves are the best because those are the only real dungeons.
The rest is homosexualy anime bullshit.
Jfc the schizos on this board really need to get help.
As for the OP: unless the game is deliberately going for something different then all the dungeons should have some reason for existing. It doesn't need to be le realistic, but it does help with the immersion if the place has a reason to exist in the world and doesn't look and feel too artificially gamey.
I like good dungeons and I hate bad dungeons!
I wish dungeons were real
Every good dungeon needs sphincter doors and poppable zits.
>A
Towers, Ruins, Crypts, Volcanos,
>B
Mines (with crystals), Caves, Castles, In the air, Underground
>C
Mines (no crystals), Forests, Ships, Underwater
>D
Swamps, Mountains, Deserts,
>What works? What doesn't?
https://rpgmaker.net/games/692/
https://rpgmaker.net/games/8368/
>What doesn't?
The fun combination of lots of dead ends and a high random encounter rate. Makes me want to immediately stop playing.