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[Deviance] progress report & a poll

🕑 Added 2024-05-24 11:02:37 +0000 UTC

Comments

Criss Cyanide

Both are great and have their merits & negatives. Important story beat dungeons could always be the same for the sake of telling a story or some such but having something akin (but better) to Palworlds randomly spawning mini dungeons for loot/exp/whatever else is just really satisfying for self-progression and time killing. Could also have certain major boss enemies or special FF-esque Marks/Hunts could be in interestingly designed static dungeons. I remember a really enjoyable part of an old PS2 (I think it's ps2, maybe ps3 game) who's name currently escapes me (Demon something or other, Demon Stone? Wish I could remember) where you play as a Male Warrior and Female (Elf I think) archer lady and you're going through like a mine or cave system and all throughout it this giant spider demon thing is stalking you and can come down through holes in the ceiling or break through walls and grab a character(was badass when I was younger) that could be referenced for ideas with Static dungeon design, as others have said Skyrim as well has some great examples, fallout as well. Long-winded way of saying both would be ideal within reason xD.

Jaspe

Thigh/boob/body physics 🤤

Frank Baum

I would be careful about procedural dungeons. I voted against it. Not so much, because I really don't like them but rather because I am concerned that you might waste your efforts on a side effect. To me it sounds like you already have aome challenges to overcome with your 3D character bone structure where you want to do over some animations. I think, you should invest your efforts there rather than trying to get a balanced dynamically created dungeon. Finally, you asked about items people like or dislike about your game overall not too long ago and maybe picked up some topics from that feedback session. So, my recommendation would be not to chase too many rabbits at the same time. I hope my feedback doesn't come accross as harsh or patronizing. I am rooting for your success as I like your game.

Random Guy

If your engine and generator's dynamically created dungeons are interesting and consistent then they are much better. But that's a big "if". Creating them yourself makes it much easier to ensure their quality.

Dyamonde

Both got pros and cons. Pre-built dungeons give you way more detailed control on whats in the dungeon, so you can use its full potential for storytelling, or designing challenges. Random Dungeons mainly have the advantage of being unknown everytime you enter, keeping the challange fresh, but also precluding many of the things possible with pre-builts. Basically a question of quality vs replayability. If you as dev dont plan to spend a lot of time going in-depth into designing the dungeons, go with procedural. Otherwise stay with pre-built and give the player a really well designed experience.

A

I vote that I don't care, because I kind of don't want to set big goals for the dev here. But random is less boring, has a lot more potential, it is also a lot harder to implement. By random I mean completely random. So you generate structure, paths, you can apply textures for different levels, add random objects and events, set up something not random there like main quest stuff. Can be a lot of work.

Josh

To me, procedural dungeons sounds awesome, until you think of games like Daggerfall, which can procedurally generate in such a way that it literally prevents your from completing a level. So there is a concern about making it in such a way that those kinds of things can't happen. Also, procedurally generated content is varied, but terrible for story telling, cause you have little or no control over setting. Think of all the Bethesda dungeons that have little moments of story telling because of how each setting was arranged. Alternatively, set content is more consistent and better for story telling. However, it can be repetitive and dull, especially on repeat playthroughs. Overall, it's an either or thing for me. How good either option would be is entirely up to your skills as a developer.


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