Ideas For Dungeon Crawler Levels

Hi hideyoshi,

Typically Devs start with the Level Design to get a feel for how the Traps will fit in the game world. I assume a Legend of GrimLock Style Dungeon Crawler based on the tile in the screenshot. I’m developing a hybrid Dungeon Crawler of sorts: A Sci-Fantasy Co-Op, FPS Action RPG, Roguelike Dungeon Crawl, Treasure Hunt for Cash! and it too will have Traps and Puzzles.

I initiated my design with Level construction first, in which ideas for Traps & Puzzles followed. Traps & Puzzles are essentially self-contained mini-game ‘Actors’ that can be spawned and destroyed dynamically as a whole entity in the game world. It appears you are taking a similar approach.

In Dragon’$ Gold theres a functional difference between Trap & Puzzle. Traps inflict damage upon triggering, draining one or more types of hitpoints as a penalty. They will continue to do so until player’s deactivates or destroys it. Puzzles block passage and must be solved to open, allowing passage, no damage is applied. They drain time and patience, but can be forced open by brute force (massive amounts of attack damage), chance (ie: lockpick skills), or payment (gold, mana, $).

Look forward to more post on your progress.