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Chapter 14 Page 06 - http://bit.ly/1BcT2ed Spellcross factors very heavily on the concept of dungeons, a well established aspect of RPGs since their inception. Many games I've played over the years have gone into crafting the lore of Spellcross, creating an amalgam of things I love about exploring them. Dungeon themes, monster spawns, a dungeon boss guarding the exit and a chest of loot; all of these things have appeared in games I've played and loved. Transferring the dungeons into a "real" setting, where the characters are battling for their lives in them is the absolute core concept of Spellcross. The naming scheme is un-apologetically lifted from dotHack, I have to admit. I loved the dungeons in that game as well. It always gave me a thrill to see what name the random dungeons would have, and added weight to the story-specific dungeons where important boss characters were waiting. Hidden Forbidden Holy-Ground... I mean, if an area like that was just a place name, it wouldn't have the same impact. The dungeons in Spellcross get a three-part name as well, given when a Scryer inspects the dungeon from afar. The first two describe the environment, and the third the overarching dungeon theme. Monsters will almost always fit the theme of the dungeon, such as with the zombies and spider from the first dungeon. Maybe we'll see some Nature themed monsters coming up? It seemed more appropriate to introduce this naming scheme with the second dungeon rather than the first in order to keep the feeling of ignorance and helplessness during the dungeon exam. I hope in time people will have a "favorite dungeon" from the comic, and it'll have an ultra cool name to go with it.

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Comics - Ch14 06

In the City of Aria, the last great capital of the world, life revolves around mysterious dungeons and the monsters that crawl from them. Adventurers gather from the world over to battle in these dangerous labyrinths, seeking the fame and fortune that comes from exploring them.

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