Let's Talk Dungeons

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/!

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  1. 2 months ago
    Anonymous

    >open-ended content farming question
    >no mention of any actual game(s)
    oh damn, /tg/ is leaking

    • 2 months ago
      Anonymous

      its just corporate wienersuckers trying to get help for free

  2. 2 months ago
    Anonymous

    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.

  3. 2 months ago
    Anonymous

    [...]

    This isn't reddit. There's no point in making a thread like this. This is why /wsr/ exists.

  4. 2 months ago
    Anonymous

    [...]

    >This is a forum dumbass.
    No, this is an image board. Ask /wsr/.

  5. 2 months ago
    Anonymous

    [...]

    [...]

    Look, they even discuss RPGs there, with the same format of dumb questions you have asked. Perfect for you.

  6. 2 months ago
    Anonymous

    [...]

    Guess it wasn't samegayging, huh, troony janny? Make better threads.

  7. 2 months ago
    Anonymous

    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

    • 2 months ago
      Anonymous

      > I don't understand the asshurt ITT
      Schizo NEET posters

      >What works
      Good level design, dipshit. What a joke of a thread.

      There are thousands of pages long college course text books on design technique. Go read those and stop asking stupid questions.

      with made up vendetas and too much free time.

      https://i.imgur.com/fTMlr74.jpg

      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/!

      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

      • 2 months ago
        Anonymous

        >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.

        • 2 months ago
          Anonymous

          Massively more intelligent than anything you’ve said, so you’re welcome schizo NEET

  8. 2 months ago
    Anonymous

    Did msm psy ops really turn teens into trans troons?
    >huh

  9. 2 months ago
    Anonymous

    Sewers and subways in downtown DC in Fallout 3. I know a lot of people dislike them, but I love delving into them.

  10. 2 months ago
    Anonymous

    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?

  11. 2 months ago
    Anonymous

    >What works
    Good level design, dipshit. What a joke of a thread.

    • 2 months ago
      Anonymous

      Now define "good level design".

      • 2 months ago
        Anonymous

        There are thousands of pages long college course text books on design technique. Go read those and stop asking stupid questions.

    • 2 months ago
      Anonymous

      What kind of dungeons are conducive to good level design, and what features of a dungeon constitute it in your opinion?

  12. 2 months ago
    Anonymous

    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.

  13. 2 months ago
    Anonymous

    this just seems like going to a restaurant and asking a customer how to design a good menu item.

    • 2 months ago
      Anonymous

      >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.

      • 2 months ago
        Anonymous

        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.

        • 2 months ago
          Anonymous

          > 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

          • 2 months ago
            Anonymous

            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.

        • 2 months ago
          Anonymous

          I agree. Players are generally worthless as advice givers but great for finding problems in your design. They just don't have the solutions.

  14. 2 months ago
    Anonymous

    Castles and Caves are the best because those are the only real dungeons.
    The rest is homosexualy anime bullshit.

  15. 2 months ago
    Anonymous

    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.

  16. 2 months ago
    Anonymous

    I like good dungeons and I hate bad dungeons!

  17. 2 months ago
    Anonymous

    I wish dungeons were real

  18. 2 months ago
    Anonymous

    Every good dungeon needs sphincter doors and poppable zits.

  19. 2 months ago
    Anonymous

    >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,

  20. 2 months ago
    Anonymous

    >What works? What doesn't?
    https://rpgmaker.net/games/692/
    https://rpgmaker.net/games/8368/

  21. 2 months ago
    Anonymous

    >What doesn't?
    The fun combination of lots of dead ends and a high random encounter rate. Makes me want to immediately stop playing.

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