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General Dungeon Design guidelines
Jay Garcia edited this page Jan 8, 2020
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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
- 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