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General Dungeon Design guidelines

Jay Garcia edited this page Jan 8, 2020 · 6 revisions

See Player inventory guidelines.

Each dungeon shall have the following:

  • Spikes (Damage player)
  • Puzzles include:
    • Finding a key
    • Toggle switch to open a door
    • Floor switch to open a door
  • Enemies to slay (these sometimes drop things)
  • Hidden life boosters (in chests / breakable vases)
  • A boss (some dungeons are dead ends)
  • Own color scheme to match boss (requires some palette work)
  • Dungeons will progress in difficulty
  • Dungeons can have up to 1 to 9 levels

Dungeon layout considerations

  • Each dungeon should not be more than 70 tiles wide or 70 tiles tall
  • Minimum map width is 10 tiles
  • Minimum map height is 7 tiles
  • Tile maps organized in multiples of screens with a beginning and end.
  • Dungeons are NOT flat. Stairs to go up/down. Have multiple levels / floors.
  • Each Dungeon level has a single entry and exit.
  • Dungeons can jump levels. For example, [ L1 ] <-> [ L5 ] <-> [ L2 ]
  • Dungeons must be lined by at least one tile width of walls (even if virtual)
  • Each dungeon will consist of layers
    • OBJECT_ATTRIBUTES_LAYER
    • OBJECT_LAYER
    • MAP_ATTRIBUTES_LAYER
    • MAP_LAYER
  • When the player transitions from one area to another, we'll use a Mosiac effect
  • Layers shall be designed so we do not over paint significant portions of the screen
  • “Flat” stairs to be used for aesthetic purposes only. Should be used with half walls that restrict movement.
  • (unused) Flames should be animated (3 frames)
  • Multiple tile patterns should be used on the floor to break give it texture
  • Each dungeon has its own sprite sheet bitmap file
  • All dungeons share same Objects and Object Attributes Layer files

Example dungeon

image