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Wednesday, July 16, 2014

Unicorn Training Dungeons Mapped Out


    These dungeons play out more like obstacle courses and the puzzles really won't take longer than a few seconds to figure out. The point here is the set pieces. There are multiple colorful dungeons to explore. Bosses are big and interesting. Dungeons have enough enemies and traversal to take a decent while to get through. I accomplished those goals set for my first RPG and now I can start making all these levels.

    This bothers me and relieves me at the same time. On one hand I'd like to take the time to flesh out more intricate zelda style dungeons because those embody everything I like about level design. On the other I'm glad it's straightforward and feasible so I can finish this project on time and start another with a stronger foundation. I want to make complex dungeons with themes more interesting than "open the door and reach the boss" but not with what I have here. The core of the game is too different from something more manageable and like I said before, I wish I could start over with my idea for Unicorn Quest because halfway through making this I learned so much. With every project I shake my head at the last, thinking about how I would have done it better with everything I know 'now'. But I suppose every creator does that right?

    With the way the dungeons are setup I should be able to practice with tile mapping by making each room in 2D Toolkit's tile map editor. Once I have stages I can place walls, gaps, enemies, spawn points, and treasure over them then save the whole thing as a prefab to load at playtime. Next up is sketching all the enemies I'll be using and a finalized title screen.

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