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So recently we've come to the conclusion that how we approached dungeons was simply not working, and trying to force it to work was just not going to ever function properly. We had to step back and seriously consider to what degree we needed to redesign things.

That lead us to an experiment. Spurple would see, at max speed and quality, just how much time it would take if he was to go after every single tile and redesign them from scratch.

Stage one of the experiment was the simplest tile, and the time reduction based on original performance was ridiculous to the point we're now having to redesign our time table, and reducing the time to completion for once, even if we simply redid every tile entirely.

We'll release more details on this as time goes on, we still want to do an experimental tile for the other 2 dungeons currently designed, and perhaps one for the Thunder Mountain volcanic dungeon, and one for the High Climb ice dungeon (both of which have literally 0 work done on them so far beyond a few scant concept sketches), before we make a final decision on this matter. But if this speed of work (from scratch to completion) is sustainable, then we'll probably going with less randomized, and more cinematic dungeon designs.

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Comments

Anonymous

I think the tileset is fine. However, my feelings towards the randomness and excessive time meandering through a level could definitely be shortened or at least made more meaningful. One idea off the top of my head would be to have one large tileset per level where you can go up or down levels and a few smaller satellite islands surrounding the large one. One would be incentivized to explore the smaller satellite islands with challenges, rewards, and random interactions. Different variations to the level design could be made as appropriate based on the tier, but largely I think this could easily be procedurally generated with those restrictions in place. Realistically you'd need to populate way more content per level as they currently are to make them interesting, but again given their size it's difficult to pull off without them feeling like a punitive obstacle to progression.

Anonymous

Will the plant life be able to be harvested for seeds and edible? When you firsted open the dungen to all?

Anonymous

I think the new ones look much better!

Anonymous

The new version looks great! Even without the foliage, the rocks look significantly better. Good work!

TheMilk

I exited for new h scenes