Orbie's Dungeoneering Expanse
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MorbiusMonster
Orb Master44
Blaze FF8
The Empty Lord
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Orbie's Dungeoneering Expanse
Orbie's suggestion is like one of those hinted-at updates, so this is more of a speculation thread than a discussion thread.
I can't really post a summary, except it's name: Tower of Cercanti.
Feel free to wander and ogle over it.
A visual representation of my rambling.
*probably easier to code, it should say.
The first two tower images don't necessarily match their respective floor views.
1) A flush circular tower.
2) A tower that gets wider half way up, so has to accommodate two rings of challenges.
Obviously, this would depend on whether you want there to ever be two rings. If you want one ring in singleplayer, but two in multiplayer, it's just poetic license... there would still only be one physical tower on the map.
The squares were become I don't know if RuneScape can do circles (well).
I can't really post a summary, except it's name: Tower of Cercanti.
Feel free to wander and ogle over it.
A visual representation of my rambling.
*probably easier to code, it should say.
The first two tower images don't necessarily match their respective floor views.
1) A flush circular tower.
2) A tower that gets wider half way up, so has to accommodate two rings of challenges.
Obviously, this would depend on whether you want there to ever be two rings. If you want one ring in singleplayer, but two in multiplayer, it's just poetic license... there would still only be one physical tower on the map.
The squares were become I don't know if RuneScape can do circles (well).
Last edited by 3mptylord on Wed Apr 06, 2011 11:48 pm; edited 4 times in total
Re: Orbie's Dungeoneering Expanse
What's all this then?
Blaze FF8- Forum Mod
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Age : 32
Location : Scotland
Re: Orbie's Dungeoneering Expanse
A dungeoneering expansion.
Orbie has a tower in mind, but has almost nothing but a name. So I'm proposing layouts for each floor.
Orbie has a tower in mind, but has almost nothing but a name. So I'm proposing layouts for each floor.
Re: Orbie's Dungeoneering Expanse
Nice. It's been a while since I've helped with any suggestion, I might lend a hand if I get the time. (I'd love to help with the augment idea too, it's awesome. )
Blaze FF8- Forum Mod
- Number of posts : 496
Age : 32
Location : Scotland
Re: Orbie's Dungeoneering Expanse
Very interesting. I toyed with the circular idea, but I feel like that would just cause a lot of problems, and like you said, it's probably not feasible graphically.
The mass of cubes thing is what practicality is pushing me towards, but it just doesn't look very attractive. An octagon, possibly? That would give us square and triangular rooms, which is way more feasible.
The mass of cubes thing is what practicality is pushing me towards, but it just doesn't look very attractive. An octagon, possibly? That would give us square and triangular rooms, which is way more feasible.
Orb Master44- TST Leader
- Number of posts : 34
Age : 33
Location : Texas
Re: Orbie's Dungeoneering Expanse
Octagon could work... it's essentially a squared off circle.
But, then there are two shapes for rooms... I don't know if that makes randomly populating the room harder (which is why my propositions became more regular after the first two).
But I'm not sure what would fit in a triangle room, also, the triangle rooms aren't accessible from the centre (but I don't know if that's an issue).
Alternatively, it could just be a solid square tower.
But, then there are two shapes for rooms... I don't know if that makes randomly populating the room harder (which is why my propositions became more regular after the first two).
But I'm not sure what would fit in a triangle room, also, the triangle rooms aren't accessible from the centre (but I don't know if that's an issue).
Alternatively, it could just be a solid square tower.
Re: Orbie's Dungeoneering Expanse
What could I do to help?
MorbiusMonster- Templar
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Age : 31
Re: Orbie's Dungeoneering Expanse
Orb Master44 wrote:Very interesting. I toyed with the circular idea, but I feel like that would just cause a lot of problems, and like you said, it's probably not feasible graphically.
I swear I heard somewhere that the updates Jagex keep doing to their graphics engine have allowed them to start making scenery that isn't confined to squares. I think it was in the clan camp development blog (since they want circular tents there)
So graphically, I think a circle is feasible... I'll go confirm that for you
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Orbie's Dungeoneering Expanse
Can I design a moster or 2?
Duskcurse- Partisan
- Number of posts : 1367
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Location : Santiago, Chile
Re: Orbie's Dungeoneering Expanse
Ooooh. If we're doing requests, I have a potential backstory forming in my head
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Orbie's Dungeoneering Expanse
Sounds promising, Slayer!
I'm not sure what direction Orbie has planned, so it would be hard to deligate roles or know what monsters should be designed.
This isn't meant to be a discussion thread for the idea, I was merely illustrating for Orbie. I'm sure Orbie will make a thread when he's ready.
MorbiusMonster wrote:What could I do to help?
Duskcurse wrote:Can I design a moster or 2?
I'm not sure what direction Orbie has planned, so it would be hard to deligate roles or know what monsters should be designed.
This isn't meant to be a discussion thread for the idea, I was merely illustrating for Orbie. I'm sure Orbie will make a thread when he's ready.
Re: Orbie's Dungeoneering Expanse
Aw, may you at least pass this on:
Since Dungeoneering Dungeons should be different style-wise (plot, combat, puzzles, pace). The tower theme brings Armadyl to mind (height = sky = birds = GOD OF LAW!), so I think this dungeon should be heavily puzzle based, maybe each floor is some variation of a puzzle?
Since Dungeoneering Dungeons should be different style-wise (plot, combat, puzzles, pace). The tower theme brings Armadyl to mind (height = sky = birds = GOD OF LAW!), so I think this dungeon should be heavily puzzle based, maybe each floor is some variation of a puzzle?
Handeath- Advocate
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Age : 28
Location : USA
Re: Orbie's Dungeoneering Expanse
Oho! I like that a lot, Handeath. Armadyl is one of my favorite Gods, and we know so little about him, have virtually no restrictions on how we incorporate him. Yeeeeees, yeeeees, this will work perfectly.
And I'm okay with puzzle-heavy, as long as we can find as way to keep them fresh(er). There are a few Dungeoneering puzzles that I was tired of before I had finished 'em the first time >.<
Haven't worked on my ideas any today. I was too busy birthdaying it up, and reflecting on whether my leaving teenager-hood behind meant I couldn't play Pokémon anymore
And I'm okay with puzzle-heavy, as long as we can find as way to keep them fresh(er). There are a few Dungeoneering puzzles that I was tired of before I had finished 'em the first time >.<
Haven't worked on my ideas any today. I was too busy birthdaying it up, and reflecting on whether my leaving teenager-hood behind meant I couldn't play Pokémon anymore
Orb Master44- TST Leader
- Number of posts : 34
Age : 33
Location : Texas
Re: Orbie's Dungeoneering Expanse
Nope, never too old.
Thread has been moved to suggestions...
Copypasta from the TST thread, in case you didn't see it.
P.S. Orbie, your profile picture bugs me.
Thread has been moved to suggestions...
Copypasta from the TST thread, in case you didn't see it.
3mptylord wrote:As for the towers, what level structure were you going for? You didn't want it to be based on chance, so I'm guessing you don't want doors. Is it one large room? Or are their still doors, just none requiring levels? What will one instance look like (and instance being a round of the minigame, essentially). If you're going for a time element, then I glee at the thought of perhaps using Ratchet and Clank: A Crack In Time style puzzles (or the Kongragate game "The Company of Myself", and I'm sure others).
The central lift requires panels to open, however all the panels are randomly scattered around the room within various traps/being defended by monsters (that can pull you off them), etc. You have to complete each challenge, stand on the plate then use an item that rewinds time... creating a time-clone of you that repeats the previous task, allowing you to do the next one. ALL panels must be stood on for the door to open. This means that in groups, some rooms will be faster.
As you get higher in the tower, some of the individual challenges might require multiple persons to complete (so either multiple yous or multiple people)... for example, there's a lever that you have to hold to open a cage and the panel is in the cage. If you let go, the door closes... so one person alone cannot do it.
Since Jagex will only be able to come up with a finite number of actual puzzle-challenges, combat will have to be a heavy feature to distract players from the fact they are completing the same puzzle. Enemies should only exist once. Although, that could be interesting... in a challenge where you require multiple yous, you could have to fight them multiple times. Your time-clone would be given combat-AI and so might not perform exactly the same fighting commands as the original run-through, but will fight until all are dead (rather than the time it took to kill them).
...and I'm rambling. ...possibly incoherently.
P.S. Orbie, your profile picture bugs me.
Re: Orbie's Dungeoneering Expanse
I hadn't even noticed it. Updated to a cinnamon bun that resembles my signature xD
The multiple-selves mechanic I could see as allowing for really strategic solo play.
I've let go of the no-ranged-or-magic business, but they will definitely work differently than in-game. I would also like to have no food in the dungeon, but rather a time-crystal focus you can around with you that can boost stats, restore hitpoints, etc, which has a refilling resource the player has to manage.
Oh gracious, so many good ideas. I need to work on this - I'll post in depth on the rs forum thread tonight sometime.
The multiple-selves mechanic I could see as allowing for really strategic solo play.
I've let go of the no-ranged-or-magic business, but they will definitely work differently than in-game. I would also like to have no food in the dungeon, but rather a time-crystal focus you can around with you that can boost stats, restore hitpoints, etc, which has a refilling resource the player has to manage.
Oh gracious, so many good ideas. I need to work on this - I'll post in depth on the rs forum thread tonight sometime.
Orb Master44- TST Leader
- Number of posts : 34
Age : 33
Location : Texas
Re: Orbie's Dungeoneering Expanse
that is a rather futuristic design...
Also, what are challenge lights?
Also, what are challenge lights?
Dragon78114- Partisan
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Age : 30
Location : Annandale-On-Hudson, New York
Re: Orbie's Dungeoneering Expanse
6 challenge rooms per level. All 6 lights must be lit for the door to open (or to proceed to the next wave). The challenge lights illuminate when the control panels are stood on. Unfortunately, some rooms have multiple panels and even if there were one in each room, that's more than the number of players that can be in any one game. Also, some panels require multiple persons to even access!
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