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Post by KingSpoom on Mar 15, 2005 14:02:46 GMT -5
Just a quick poll here. How many rooms long are your dungeons? I'd probably help if you gave a shortest and longest, and perhaps a bit of context if possible... but if not that's fine. The dungeons in my game start of fairly small (as a matter of fact the first dungeon is only a few screens), but grow in size as the game progresses. It's been a while since I've measured dungeon length in any sense and wanted to know how I stack up. So (assuming you split your dungeons into rooms) I think a number might help me stay on track. I found a website that has a bunch of ff2 maps gif'd, and I'll probably take a good look at those soon.
I'm gonna guess around 5-7 screens for a small dungeon and 25-30 screens for a large dungeon. That's a lot though (especially considering my design structure). Creeping up on the last of my dungeons might take a while to finish because I don't want it to take 5 minutes to walk through.
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Post by NASH7777 on Mar 15, 2005 17:16:28 GMT -5
All my dungeons have atleast 4 main areas if not more. And other than my first dungeon they all are about this long.
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Post by WarDragon on Mar 15, 2005 18:13:52 GMT -5
Mine has 20 dungeons within it
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Mar 15, 2005 20:19:49 GMT -5
I tried once in the Dungeon Editor to start my first dungeon, but quit after realizing it should be in the Map Editor. I have no idea how many screens, but I plan to have about 25-35 (25-30 for most) battles per full dungeon- including random battles, one-time event battles (think Chrono Trigger), sub-bosses (events), and bosses (events). I expect (the way the default running away doesn't take away a turn) the player to run from enough battles to where they fight and win about 20 battles per dungeon (about 5 abilities learned per character). Sorry if this doesn't help any.
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Post by Dungeon Warden on Mar 15, 2005 21:00:21 GMT -5
Let's see. How can I answer this question?
Well, anyone who's played my demo will know that the game begins with a huge, trap laden dungeon (might be a hundred areas by the time it's done - although I may combine some areas together). After that ... well, I don't want to give too much away, but there will probably only be one other fairly large dungeon and maybe a couple of small caves. There is also a huge city what will have maze-like streets and enemies lurking about. My game is not a standard adventure so my dungeons will be story based rather then the typical enter a dungeon, fight the boss, go to the next area type of adventure.
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Kumo Shinagi
RPGM2 Helper
aka Cloud the Humar
Kumo Shinagi: The one and true master of Chi.
Posts: 151
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Post by Kumo Shinagi on Mar 16, 2005 17:31:47 GMT -5
My dungeons aren't really big.
About 4-9+ rooms.
9+ if it's a really important event, and I have time/don't feel too lazy to do it.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Mar 17, 2005 1:26:07 GMT -5
Starting at 2 or 3 rooms. Later, 4 or more rooms. The more important the area, the bigger it is. Aside from the last dungeon, I would try to avoid a dungeon 10 rooms or longer, not counting small rooms that merely are there to hold a treasure chest.
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Post by KingSpoom on Mar 17, 2005 11:05:21 GMT -5
I should have guessed I wasn't clear enough... Are you guys just referring to rooms as in open spaces? What I meant was, anytime you use a new map. So if you have 4 rooms, and 10 halls connected those rooms (each in their own map, think ff3/6j), then it would be 14 all together.
Because yeah, if we were just talking rooms, I'd say 1-2 for the smallest and about 10 for the biggest. So, if you could all clarify what you meant.
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on Mar 17, 2005 11:18:14 GMT -5
I am.
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Post by Dungeon Warden on Mar 17, 2005 20:48:26 GMT -5
I though by rooms you mean interesting areas of the dungeon rather than all rooms and connecting hallways. There will be around 100 interesting areas (I haven't actually counted) in my first dungeon. I have no idea how many rooms and hallways I'll use to get players to those areas.
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Post by The Smurf on Mar 18, 2005 22:59:45 GMT -5
since my game is more based on the adventure aspect and NOT the underground/find treasure chests/kills tons of enemies aspect, my biggest dungeon (not the final one, that has probably 10+ screens) my biggest only has 5 (i think). the rest have two or three. Basically in mine you go in, fight any minibosses, and reach the boss. Pretty lame, yeah, but not long and drug out. And for those who have read "dark angel (working title)" topic, you'd know i'm not using treasure chests. so if you see one in my game, watch out for gremlins.
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Post by KuroShinnen on Nov 12, 2005 21:49:46 GMT -5
My first dungeon is meant to be easy... It is only 1 room. Then The next dungeon is about 6 rooms but could be infinite if you don't know what you are doing. Since there are 5 paths and there is something different on each path that tells you where to go. Then about 8 in the next... Then a few smaller dungeons... Then the fake last boss is a fun dungeon really. it is 26 rooms. Then the last is 23 rooms. but the last dungeons are a little puzzling and not just a bunch of paths, which makes them fun.
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Post by The Smurf on Nov 12, 2005 23:02:27 GMT -5
wow, this is an old topic...i forgot i posted here (i think it was like my third post, now that i think about it)
anyway, since i kinda got better since then, my longest dungeon (RPGM2) was a lot of rooms, but not too many different databases. i think my longest was the crypt in KC, or one of the hideouts in Emir.
most of my dungeons are still small though, mainly because of my dislike for warp events.
-the smurf
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Post by Rodak on Nov 13, 2005 15:16:42 GMT -5
As the creator of The Poop Mage, I do not find it off topic to note that I find it amusing that when viewing this topic from the home page it reads "How long are your dung..."
But if you must have an on topic response (Party Pooper) then have one:
I used Pyramids for my dungeons as an excuse to keep them small and have the 3 or 4 floors get progressively smaller.
It actually worked out quite well.
Peace.
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Post by doyleman on Nov 13, 2005 15:37:07 GMT -5
Well... My Deku Dungeon in my Zelda game has 11 Rooms if I'm not mistaken, and for the avg first run through, it takes maybe 20 minutes to beat that dungeon. The second dungeon, which is the castle, has 15 rooms, I think, and there are more enemies and 'deeper' puzzles. All in all, that one takes the avg. first run through about 30 minutes. I also have a dungeon like thing in my 'The Farm Life', which is 10 Floors, but only 9 have puzzles, which could add up to a whopping hour or more of time to tackle.
I love long dungeons, as long as they're not all repetive stuff, and not mazes.
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Post by The Smurf on Nov 13, 2005 16:31:01 GMT -5
As the creator of The Poop Mage, I do not find it off topic to note that I find it amusing that when viewing this topic from the home page it reads "How long are your dung..." leave it to you, Rodak, to make that discovery ;D I used Pyramids for my dungeons as an excuse to keep them small and have the 3 or 4 floors get progressively smaller. hey, i did that, too! twice! except the second time it was still a regular sized dungeon...whatever. -the smurf
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Post by aximiliguru on Dec 19, 2005 21:18:13 GMT -5
Well, my dungeons are approx 8-20 rooms, increasing as they appear later in the game. However, the dungeons take forever because most of the rooms have a tough puzzle/enemy/obstacle in them. Ax
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davian
RPG Maker-in-Training
Lyric writer
Posts: 16
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Post by davian on Dec 19, 2005 22:47:02 GMT -5
It depends on if you meen gothic dungeons or the original dungeon,because in my game,there two parts,so I'm a boit confused.
So far,there are about fourty dungeons,connected by three halls.
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