After several weeks of mostly aimless puttering, I really needed a goal for this round of work. I thought a “vertical slice” would be a good idea, and by “vertical” I mean “straight down”: it’s time to add the first dungeon.
I brainstormed and sketched out a rough dungeon design on my drawing tablet. Next time I really need to make a graph paper overlay (underlay?) to guide my sketching. I didn’t do that this time, and I ended up having a lot of problems when it came time to actually fit the design into the tile system.
The point of the vertical slice is to find all the things necessary to make the dungeon work and add them. So far I’ve added:
Several new terrain tiles: dungeon floors and walls, a cave entrance, pillars, up and down stairs, and lava. Some of these are recolored versions of other tiles. For example, the lava is just red water. But it’s a start.
- More complex passages between maps. I discussed this a little in my previous update.
So what do we still need? Based on the ideas sketched on the map:
- Several new monster types, like skeletons, snakes, and a mummified version of the snake man. At least the first two of these need actual art, and they all need behaviors.
- Treasure chests, and ways for them to contain specific items. I’m thinking I can use the conversation scripting system for this.
- Hazardous terrain. When the player steps on a lava square, they should take damage. In fact, the main “puzzle” of the dungeon is that they need to pass through more squares of lava than a low-level character can survive.
- A way to bypass the hazardous terrain. What I’d really like to do is a “freeze” spell that temporarily freezes lava and monsters, but I’m not sure if there’s a good cheap way to implement that. A cheaper alternative is to include a way to resist fire damage.
- There’s also a secret door on the map, and I have no idea how I want to implement that.