Experimental Smaller Dungeons

Discuss Daggerfall Unity and Daggerfall Tools for Unity.
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Cyman
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Joined: Sun Jan 10, 2021 10:32 am

Re: Experimental Smaller Dungeons

Post by Cyman »

This is the only reason I play the Daggerfall again!

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InconsolableCellist
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Re: Experimental Smaller Dungeons

Post by InconsolableCellist »

I just learned about this and think it's a great idea! So far I've only seen one dungeon with it, but those massive dungeons can feel poorly matched with simple fetch quests, yet appropriate for mainline ones.

Does the size of the dungeon vary, so that you sometimes still get the huge ones?

Also I'm amazed at how well this project is going and how great the community's mods are! I'm watching my friend play Daggerfall for the first time (vanilla-style DFU first) and we just picked out a ton of mods, and they're all fantastic improvements. Many help to fill in the gaps and make the world feel more alive and dynamic. I'd love to see this continue, and one day work on my idea for a courier's guild (transporting goods/people along major roads, offering protection, being a highway man, etc.)

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pango
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Re: Experimental Smaller Dungeons

Post by pango »

Hi :)
InconsolableCellist wrote: Fri Jan 22, 2021 5:57 pm Does the size of the dungeon vary, so that you sometimes still get the huge ones?
No, it makes all "normal" dungeons the size of one inner module and 4 border modules surrounding one (like Privateer's Hold); That just excludes the main quest dungeons, because they're made of unique handcrafted modules.
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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TalonHatesNames
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Re: Experimental Smaller Dungeons

Post by TalonHatesNames »

I must confess I've not read the entire thread, and so I apologize if this has already been brought up.
I was wondering about the feasibility of doing the opposite. That is to say increasing the size of dungeons.
Personally, the dungeon crawling is the reason I play Daggerfall and I would love trudging through a dungeon that took several hours by itself. I find that I will typically enjoy the 4 (inner) module dungeons far more than the smaller ones and find myself somewhat disappointed entering a dungeon with only 2.
I can imagine that I may be part of a minority in this sense, with most players preferring classic or smaller dungeons, but I imagine that there are others who feel similarly.
Finally, I yet again apologize if this has been brought up prior, and thank you for your time.
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Interkarma
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Re: Experimental Smaller Dungeons

Post by Interkarma »

Hey welcome to the forums. It's feasible to make larger dungeons, but the complexity of handling things escalates quickly. Just having smaller dungeons gave me a lot of headaches and needed special handling across a few systems. Never say never, but I'm not sure I have it left in me to add bigger dungeons into the mix as well. :)

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TalonHatesNames
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Re: Experimental Smaller Dungeons

Post by TalonHatesNames »

Thanks for the welcome!
Like I said, I was mostly asking about the feasibility, and so it's great to hear that it would be a possibility.
I certainly don't think it should be particularly high on your priority list. There's certainly plenty of Daggerfall to last one for a while without adding even more.
Thanks for the reply and, again, thanks for your time.
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