Somnambulism 101 // Dungeon Design 10
Dungeon Design 10 // A Series of Tubes I'm a little late to this one. Didn't notice, did you? A dungeon can be a lot of things, but the grand majority of them have this one thing in common: they're one-note. Think about it this way // dungeons are usually uniquely linear in most games. They often have only 1 goal // to reach the end, defeat the boss, save the princess, whatever. Some special dungeons might have 2. Even if a dungeon loops around itself and is rather nonlinear and skillful in its design, it might only have one way to "win". While there may be nothing wrong with this in conception, this practice, as well as a few others, often lead to dungeons that are shallow and dull. How do we fix this? Subgoals . Bottlenecks and Subgoals . --------------------------------------------------------------- // Some Things to Think About // The use of "subgoals" should ...