Rampant Games - Dungeon Design Principles
During the development of Frayed Knights: The Skull of S’makh-Daon, I evolved a set of informal philosophies or guidelines towards making adventuring areas (which I’ll just call “dungeons”, though some were outdoors). For the sequel, I actually wrote many of these guidelines down. At the risk of revealing a developing “secret formula” (hah!), but in hopes of helping out other aspiring computer RPG designers, I thought I’d share some of these principles.
Besides, they make it easy to come up with a topic for a blog post.
For the next few weeks, I’ll post articles covering two or three guidelines each, starting with the “general” guidelines and then moving more to the ones that are more specific to the way we build Frayed Knights dungeons. Some of these won’t be new – I have frequently discussed these on the blog before.