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Default Rampant Games - Making Epic 3D Dungeons #2

May 22nd, 2010, 00:51
Jay has kicked up a second piece on making 3D dungeons, with quite a few Frayed Knights references for fans following that:
Cue Theme Music: Dungeons should have one or more “signature” locations that have a major, specific theme or feature or something stand out more than most. Something that really calls attention to it. These locations should either be at central nodes, or significant end-nodes. These help define the dungeon (“it’s the one with the…<feature name> room”), anchor it in the player’s mind, helps the player navigate the level, and provides strong visual rewards for exploration. For examples in the Frayed Knights pilot, there was the meditation chamber (with the toilet-shaped fountain), the torture / prison room, and the altar room with the statue of the fat, happy version of Pokmor Xang.
More information.
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