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thefancycakes
Vice Captain

PostPosted: Sun Feb 04, 2007 3:04 pm


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|dungeons|


    Alright, so minh and I have decided that in P-RPG, the Pikkens will have to adventure through many dungeons, as well! Most dungeons include monsters, traps, puzzles, and of course, treasure. Most dungeons consist of several rooms (3-6, depending on difficulty), and each room has a task that must be satisfied before you may travel into the next. Each task is up to the mod, as they create each of the rooms. They will post a prompt describing your Pikken's surroundings, including objects, the temperature, lighting, anything the mod feels like describing. For example...


I, lololz
The room is bedecked with portraits of Latania. Some are so huge that they almost scale to the top of the ceiling, and some are so tiny that you'd be able to fit them in a box. The room looks fit for a person of regal lineage, as each of the furnishings are made of pure gold and silk. It is fairly dim within the room, the only light coming from a single chandelier hanging from the ceiling. There are no windows, and the door behind the Pikken is locked. How do the Pikken plan to get out? Maybe there's a door somewhere within this room... Start searching! (Hint: The pictures! But what are you gonna do about the big ones...?) Also, the hunt continues within a closed mermaid cove...


    Now, each room has a different prompt, even after the dungeon has been created. After the boss monster of the dungeon is defeated, and the Pikken leave the area, the dungeon reshapes itself and becomes a whole new challenge. (This is to make sure that people who want to complete the dungeon more than once can't complete it with ease) In the very first post, the mod that is looking over the dungeon will post something to describe the dungeon, and select random number. Each number means something different, as detailed below:


I, again, lololz
1 - 60 ~ Average room with a task
61 - 90 ~ Room filled with monsters! (Must defeat them all to advance)
91 - 99 ~ Nothing in the room. A simple hallway that leads to the next area.
100 ~ Treasure room! The rarest variety. You'll find nothing but the highest rank treasure in these rooms, so consider yourself lucky if you find one.


    After each task is completed, the Moderator will describe that there is some treasure hidden within the room, and give hints on how to get it. This is completely up to the moderator, they may just congratulate you, or whatever the wish. No matter what, they must post after the task is completed, and generate a random number in that very same post. After the moderator does this, you may either wait to post again, or do a "progressing" post in which you detail your Pikken journeying to the next room. (You may only post once, however!) In the moderator's next post, they will describe the conditions, yaddayadda, you probably get the point now.

    At the end of each dungeon is a boss monster which you must defeat, like a standard RPG. You have to use your imagination to complete dungeons! We're gonna be beta-testing them pretty soon, so keep looking for updates~!
PostPosted: Sun Feb 04, 2007 5:01 pm



WRAR!!
Defeat Me!!


mad
1000/1000 HP

Genesis Rockhide
Crew


thefancycakes
Vice Captain

PostPosted: Sun Feb 04, 2007 5:04 pm


*drops atomic bomb on*
PostPosted: Mon Feb 05, 2007 4:53 am


Sailor Aerith
*drops atomic bomb on*



GRWOOOOO!!
DAMAGE!!


gonk
999/1000 HP

Genesis Rockhide
Crew


IMINH
Crew

PostPosted: Fri Feb 09, 2007 10:29 pm


*managerhacksgen* bwArHHARRR

Note on Dungeon: Randomly generated Dungeons may not be a good idea. It just makes it seem like some sort of side-questish thing - and since dungeons may play a large and relevant part of the plot, it seems like a poor way to moderate them.

A possible suggestion is that SOME dungeons are randomly generated, so people can do them, if they want, for a little extra dosh and items or something.

But Quests, and more important Dungeons should be planned out down to the last room, with multiple routes and more elaborate puzzles? And maybe even some sort of overhanging plot that they have to solve as they go through the dungeon. Like those choose your own adventure books. And I guess we'll just have to make some people take some sort of honesty vow. Or something along the lines. neutral (Or make them so expansive that the chance of each group taking the same route is slim. >>) Think Golden Sun/Zelda dungeons. Those are good examples of games with good dungeon designs.

blarr
PostPosted: Sat Feb 10, 2007 4:45 am


I-minh
*managerhacksgen* bwArHHARRR

Note on Dungeon: Randomly generated Dungeons may not be a good idea. It just makes it seem like some sort of side-questish thing - and since dungeons may play a large and relevant part of the plot, it seems like a poor way to moderate them.

A possible suggestion is that SOME dungeons are randomly generated, so people can do them, if they want, for a little extra dosh and items or something.

But Quests, and more important Dungeons should be planned out down to the last room, with multiple routes and more elaborate puzzles? And maybe even some sort of overhanging plot that they have to solve as they go through the dungeon. Like those choose your own adventure books. And I guess we'll just have to make some people take some sort of honesty vow. Or something along the lines. neutral (Or make them so expansive that the chance of each group taking the same route is slim. >>) Think Golden Sun/Zelda dungeons. Those are good examples of games with good dungeon designs.

blarr
Daz what how my dungeon goes~ >w>
But instead of simply leaving the characters befuddled and bumping into each other inside a room, I simply give choices.

E.g.
You are in a room. There is a door ahead and a ladder to your right.
a.) Go through the door.
b.) Climb up the ladder.
c.) Scream for help
d.) Curl yourself into a ball and do eggrolls.

- Something like that. But more literate and filled with PWNAGE. 3nodding



And you just said GOLDEN SUN DUNGEONS?! I NOW <3 YOO. *w*

Genesis Rockhide
Crew


IMINH
Crew

PostPosted: Tue Feb 13, 2007 3:49 pm


Genesis Rockhide
I-minh
*managerhacksgen* bwArHHARRR

Note on Dungeon: Randomly generated Dungeons may not be a good idea. It just makes it seem like some sort of side-questish thing - and since dungeons may play a large and relevant part of the plot, it seems like a poor way to moderate them.

A possible suggestion is that SOME dungeons are randomly generated, so people can do them, if they want, for a little extra dosh and items or something.

But Quests, and more important Dungeons should be planned out down to the last room, with multiple routes and more elaborate puzzles? And maybe even some sort of overhanging plot that they have to solve as they go through the dungeon. Like those choose your own adventure books. And I guess we'll just have to make some people take some sort of honesty vow. Or something along the lines. neutral (Or make them so expansive that the chance of each group taking the same route is slim. >>) Think Golden Sun/Zelda dungeons. Those are good examples of games with good dungeon designs.

blarr
Daz what how my dungeon goes~ >w>
But instead of simply leaving the characters befuddled and bumping into each other inside a room, I simply give choices.

E.g.
You are in a room. There is a door ahead and a ladder to your right.
a.) Go through the door.
b.) Climb up the ladder.
c.) Scream for help
d.) Curl yourself into a ball and do eggrolls.

- Something like that. But more literate and filled with PWNAGE. 3nodding



And you just said GOLDEN SUN DUNGEONS?! I NOW <3 YOO. *w*

OMG YOU MEAN YOU DIDN'T <3 ME BEFORE?????

We can just try both versions to see what works better, I can see pros and cons on both side. :b
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