![]() ![]() It's just a generic copy pasted box after box with maybe a long hallway in between boxes. The distance between rooms doesn't add anything to the dungeon other than increase the time you spent in the dungeon. At some point the devs would probably question why they're replacing the existing dungeons with this when they could just package this as entirely new content.Ĭurrently, if you cut out all of the walking and moving in between dungeon rooms and placed all the mob spawns in a single room with a gauntlet of waves of monsters, it would feel the exact same as dungeons do now except that it's faster. These are good ideas but they sound like a little too much work for an overhaul. I don't mind the designs since mimics are an inherently cartoonish concept so having them be cute still works for me. There could be a puzzle to deactivate the mimic, but at the same time killing the mimic awards additional loot. They would be disguised among treasure room and dead end chests. Looping back to the Mimic example, rather than outright replacing mimics as they are, add in miniboss style mimics. You can switch between each path at certain dungeon checkpoints/rest areas (indicated by the spawning of Tiro alongside a Goddess Statue). Traps are limited to the same room type as orb rooms and mimic hallways. The right Path is the most traditional, going through fewer boss fights but also not spawning waves as agressive as the middle path. You also will face more trap based puzzle rooms and hallways. While the normal spawns are not as fierce, you face a greater number of mini bosses, each becoming more difficult as you defeat them. The left path takes you through various treasure rooms. But it is guarded by the most agressive waves of enemies. The middle path is the fastest route to the boss (say 10 rooms to clear). I'd stick with the 1-2 floor format (leaning more towards a singular floor, but larger).Īs an example of how I would implement branching routes to the boss room, let's take a 1 floor dungeon that splits off into 3 paths. Various rooms may contain loot or varried traps.īut the key is to also prevent it from being more tedious than before, while also making it rewarding. Within each room, hallway and path to the end hold the potential for a beneficial or harmful random encounter. Mabi's dungeon map operates more ot less in a grid like fashion, so with regards to procedurely generated map design, we could look at games such as Darkest Dungeon for inspiration. I like the idea of going off the straight path. I've in the past posted how I would want several persistent multi leveled/boss overworld dungeons, but that's a whole different thing. If you look at Mabi Mimics, they're too cute. I mean if you make variants that are Darks Souls levels of macabre I'd be down. Straying off the straight path will yield better rewards and could even trigger optional mini bosses. Lastly, I think the number of obligatory rooms should be minimized in favor of many optional rooms. Generally, I think dungeons should do more with the mimic concept in general since these things are unique to dungeons, after all. Of course, actually dealing with mimics would have to offer a decent reward to compensate. This incentivizes approaching mimics with far more caution. As such, I believe mimics should be far more dangerous than your typical mob, easily capable of dishing out enough damage to one shot the average player(which I'd consider to be around CS level 1400). This isn't the case in Mabi since mimics are just as easily dealt with as any other enemy. ![]() The point of mimics in RPGs is putting you into a frightening situation out of nowhere. Speaking of chests, I think mimics should be far deadlier enemies. At the very least, the dead ends should contain a chest to not make them completely pointless. ![]() I can't count the number of times I got annoyed over meeting a dead end. One thing I think really should be addressed are dead ends. ![]()
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