Dungeon defaut design
issueid=35 03-13-2008 04:22 PM
Senior Member
Number of reported issues by theotherhiveking: 4
Dungeon defaut design

A) Adom style (squary-ish, looooong corridors, building like.
Code:
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B) This looks much more like a cave, rooms are bigger, they often dont have doors, very irregular, very twisted.
Code:
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Just chose what one you like the most.


I vote for the second one, it make it fell that im in a cave instead that in a supermarket.
Issue Details
Issue Number 35
Issue Type Feature
Project ADOM II (formerly known as JADE)
Category Unknown
Status Suggested
Priority Unknown
Suggested Version Unknown
Implemented Version (none)
Votes for this feature 3
Votes against this feature 2
Assigned Users (none)
Tags (none)




03-13-2008 07:07 PM
Senior Member
Definitely Adom style. In Adom it worked very good, and I'm used to them. But second dungeon style also doesn't look bad, if in JADE dungeons level would be in different styles(some like in Adom, some like second dungeon from your post, and some others) it also could be fine. Only thing I really wouldn't like to see in Jade are multiscreen dungeons levels(like in Angband).

03-13-2008 09:32 PM
Junior Member
I like old ADOM style more. It's more entertaining. It's mysterious
RPG dungeon with doors, traps and lairs. Of course there
could and should be some natural caves but I hope most dungeons are classic RPG dungeons built by ancient people and designed for epic adventures ;)

03-14-2008 06:22 AM
Member
Personally, I'd love multiscreen dungeons - or at least dungeons larger than ADOM's 80x25. Double that size (80x50) would easily fit on one screen nowadays.

While multiscreen dungeons would get annoying if they were too common, imagine a new version of Infinite dungeon where first floor would be, say, 10x10, second floor 11x11, third floor 12x12... etc, without limit.

03-14-2008 11:40 AM
Junior Member
Umm... Have people totally forgot that there ARE caves like the second one in ADOM?
Like the 5th level of the puppy cave?
Open cavernous levels:)

Although I agree there should be more caves like this, I would absolutely NOT want to remove the ADOM-like dungeons.
Rather find a nice balance between the two:)

It actually looks like two diffrent style interior:
The ADOM-like being more of a tomb
The second being more of a cavern

So why not include both? ;)

03-14-2008 12:02 PM
Senior Member
And there is even third type, which you forgot... The maze type. Like in the Minotaur Mazes.

And I'm sure all these types are already in JADE.

03-14-2008 03:47 PM
Junior Member
On the topic of multiscreen dungeon levels: Incursion has them, with the option to keep your @ centered in the middle of the screen (and the dungeon basically scrolling around you) so that you don't have annoying 'leaps' from one screen to the next. And to keep an overview of the level it has a zoom view system which works suprisingly well, even in pure ASCII.

It also has both types of dungeon proposed above (and a few more) integrated into those big levels.

Rocks, IMO.

03-14-2008 10:46 PM
Senior Member
The more variety the better, in my opinion. Include both designs and the mazes and any others you can think of. I think it's a good idea to keep the designs related within a single dungeon.

03-15-2008 11:38 PM
Junior Member
I think it should depend on the dungeon in question -- is it a wild cave system that you're spelunking, ancient ruins, caves that have been converted into living quarters by subterranean races -- all should have differing layout styles.

03-16-2008 08:04 PM
Ancient Member
From TB's blog:

"The map generation code is completely pluggable so that over time there will be different map generation algorithms especially for dungeons. Right now there are maze and standard dungeon generators and a multitude of generators for various city/town/village layouts. More are to come."

So hopefully JADE will be very rich in numerous map dungeon types. I also hope for multiscreen dungeons, with the ability to centre the view on the character. What I'd really like to see is more random dungeon features - structured temples filled with priests, containing an altar and a few magical items and books; barracks filled with soldiers of a specific race and some leaders, with a cache of weapons and armour; random small towns of orcs or other creatures, who may or may not be hostile (and a good character would have to think twice before fighting back against the group of orc children, or slaughtering their parents in front of them). There's a lot more possibilities for random features.

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