Experimental Smaller Dungeons

Discuss Daggerfall Unity and Daggerfall Tools for Unity.
User avatar
Jay_H
Posts: 2736
Joined: Tue Aug 25, 2015 1:54 am

Re: Experimental Smaller Dungeons

Post by Jay_H » Fri Jan 25, 2019 1:15 am

I completely agree. The knowledge that the enemy/item is going to be on this dungeon block is a huge sanity saver for me. When you're in one of those purgatory dungeons made of two flooded towers and an intertwining octopus hallway, you could be looking for literally days before you see a new sign of life. I absolutely love this.

Narf the Mouse
Posts: 758
Joined: Mon Nov 30, 2015 6:32 pm

Re: Experimental Smaller Dungeons

Post by Narf the Mouse » Fri Jan 25, 2019 3:35 am

Yes, dungeons have disconnected blocks, in which monsters can spawn and annoying you. :)

Also, this feature keeps attracting my attention. Because yes... it can take me days, real-time, to finish a dungeon quest.

Although they'd be easier if DFU had the minimap that Classic has.

I've explained the yellow blob before. :P
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.

Al-Khwarizmi
Posts: 176
Joined: Sun Mar 22, 2015 9:52 am

Re: Experimental Smaller Dungeons

Post by Al-Khwarizmi » Fri Jan 25, 2019 5:53 pm

Narf the Mouse wrote:
Fri Jan 25, 2019 3:35 am
Yes, dungeons have disconnected blocks, in which monsters can spawn and annoying you. :)

Also, this feature keeps attracting my attention. Because yes... it can take me days, real-time, to finish a dungeon quest.

Although they'd be easier if DFU had the minimap that Classic has.

I've explained the yellow blob before. :P
Agreed. People underestimate the yellow blob. It's rudimentary, but an enormous help in classic.

hello
Posts: 17
Joined: Sun Jan 20, 2019 8:18 pm

Re: Experimental Smaller Dungeons

Post by hello » Fri Jan 25, 2019 6:15 pm

i like the option! though right now in my opinion the dungeons tend to be a bit too much on the small side.. may i make a suggestion to have a couple more settings in the future:
- adding a sort of 'middle ground' size of dungeons, not as big as the original, but bigger than smaller dungeons are right now
- adding an option to randomize the dungeon size option for every dungeon, for variety

it's refreshing to find the quest objective 5 minutes into a dungeon sometimes but when it happens every single time there is something lost about the game in my opinion. daggerfall is about dungeons above all else in my opinion! i turned the option off again for now.

Narf the Mouse
Posts: 758
Joined: Mon Nov 30, 2015 6:32 pm

Re: Experimental Smaller Dungeons

Post by Narf the Mouse » Fri Jan 25, 2019 11:50 pm

What the quest item spawner could do, is prioritize locations farther from the entrance.

Actually, that could be a toggle. "Farther Quest Item Spawn", "Random Quest Item Spawn", "Closer Quest Item spawn" or something like that. So you could have smaller dungeons with quest items tending to spawn farther in, or larger dungeons with items tending to spawn closer to the entrance.
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.

User avatar
jayhova
Posts: 597
Joined: Wed Jul 19, 2017 7:54 pm
Contact:

Re: Experimental Smaller Dungeons

Post by jayhova » Sat Jan 26, 2019 1:22 pm

Did I mention? Bring back passwall.
Remember always 'What would Julian Do?'.
Windows 10 Pro 64 bit. DFU Ver. Alpha 0.10.7

User avatar
Jukic
Posts: 68
Joined: Sun May 13, 2018 5:51 pm

Re: Experimental Smaller Dungeons

Post by Jukic » Sat Jan 26, 2019 7:05 pm

@J: That Arena uber-spell would be very challenging to implement due to the level/engine design. Best to forget it and focus on various teleporting/transporting options :)

User avatar
jayhova
Posts: 597
Joined: Wed Jul 19, 2017 7:54 pm
Contact:

Re: Experimental Smaller Dungeons

Post by jayhova » Sun Jan 27, 2019 1:29 pm

Oh I know. But the game already puts together blocks to build dungeons. A passwall spell would put a special 10' hall segment block 90°to the wall you cast it on. You could do special things like create rest areas by levitating up and installing a passwall in an existing wall. Create shortcuts; reach orphan sections etc. I just think it's a neat idea. I would be surprised if it was anything but difficult to implement.
Remember always 'What would Julian Do?'.
Windows 10 Pro 64 bit. DFU Ver. Alpha 0.10.7

Narf the Mouse
Posts: 758
Joined: Mon Nov 30, 2015 6:32 pm

Re: Experimental Smaller Dungeons

Post by Narf the Mouse » Sun Jan 27, 2019 9:52 pm

jayhova wrote:
Sun Jan 27, 2019 1:29 pm
Oh I know. But the game already puts together blocks to build dungeons. A passwall spell would put a special 10' hall segment block 90°to the wall you cast it on. You could do special things like create rest areas by levitating up and installing a passwall in an existing wall. Create shortcuts; reach orphan sections etc. I just think it's a neat idea. I would be surprised if it was anything but difficult to implement.
This is something that Unity's free UMA 2 asset could probably do. I don't know if the license would allow, though.
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.

Narf the Mouse
Posts: 758
Joined: Mon Nov 30, 2015 6:32 pm

Re: Experimental Smaller Dungeons

Post by Narf the Mouse » Tue Feb 05, 2019 4:39 am

So I just played my first dungeon with this option on. To review:

* Dungeon was still large enough I got lost a few times.
* Dungeon was still puzzling.
* Dungeon was a lot more fun.
* Completing the dungeon was satisfying, rather than "Light! Light at last! I can see the sky!" :lol:
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.

Post Reply