Tying in with my first point somewhat, don't have all puzzles be self-contained puzzles confined to one room. Souls games do this a lot for example.Ģ) Puzzles. Later you get there, and you can throw down a ladder that acts as a shortcut. you see a high-up ledge you cannot reach yet. This also allows you to let the player create a shortcut back to these areas, which feels satsifying as a player. the water level gets lowered, revealing a new part of the room you couldn't touch before (or it raises and you can swim across) Maybe there's an aspect of the room that changes later - e.g. Have a room with multiple doors, but some are locked and you'll need to come back later. Sounds weird (backtracking can be a negative if excessive), but dungeons where you keep moving forwards (corridor->room->corridor->room) are boring. The ways to make the dungeon stand out a bit more:ġ) Include backtracking and hub areas. Eventually someone will maybe share something that provides the "Eureka" moment for someone else.Ĭlick to expand.I have this problem too sometimes. I hope to help not just myself but as many others as possible. So feel free to share a wide variety of resources. I personally do best with hands on experiences.īut that might not be the same for everyone. If any knows of a good series of tutorials that can provide some hands on experience just to get the feel of dungeon design please feel free to share.īasically I'm hoping this thread can become an index of various advice, tutorials, articles etc for myself and anyone else who struggles with dungeon design to use and hopefully learn from.Īnything and everything regarding dungeon design is welcome.
How did you learn? What tips can you share? To anyone reading this who is able to create a decent dungeon layout. This is something I need to learn eventually one way or another. I'd like to be able to take some more initiative. I've had to recruit a dungeon designer for my own project, but things are going slowly. I've read articles and watched some videos but nothing seems to click. I feel I have become "adequate" at most aspects of designing a game with the software. I've been working with RPG Maker for nearly 3 years now.