Skip to main content

Game Design Project: Entry 7 - The 9 Dungeons and their Nordic connection

 I am quite surprised and kinds disappointed that I didnt make this connection sooner. The Research facility is has 9 departments which will be referred to as dungeons from this point on. I was looking for inspirations and design ideas to make each of the dungeons distinct with regard to their level design, how the map is laid out, what kind of enemies are more commonly seen, what hazards are predominantly present etc. From a level design perspective this is crucial to figure out as this creates an sense of  predictability and familiarity for the player even if the levels are randomly generated.


I had to add a few more new dungeons to get the number up to 9 so that it can fit with the Norse myths. Each dungeon in the game is analogous to the mythical realm with regard to their atmosphere and art direction. So I decided to name it Yggdrasil, so just like how the mythical cosmic tree is at the center of the cosmos and is connected to every realm, so is the research facility and all of the dungeons within it.

The dungeons are modeled after key traits of the realms such as the Mechatronic forge being analogous to Musphelheim, the dungeon has a lot of fire and molten metal related hazards. Similarly the abandoned research study are is overrun by psychos and is analogous to Hel.

This is a great foundation to work off of and I hope to make more meaningful design decisions  within this regard.


Popular posts from this blog

Game Design Project: Entry 8 - Prototype development

 For the project I decided to showcase the tools functionality and level design in DungeoNeer through a 3D animation. The walk through will start from the beginning of a run when the player spawns and collects their random set of tools and equipment from the bench.  The below image is a render showing the bench with all the tools that the player gets to start the run with. This was rendered with Cycles which is a physical based render engine that used raytracing, but this may not be a feasible option for rendering the whole prototype as a single frame in Cycles can take upwards of 60s to render on my PC.  Some key game mechanics that I wish to show off in the prototype are :  Multiple runs within a single cycle and letting the player see the changes to the game world  Traversing through ventilation ducts  Climbing over and walking across pipes Sneaking around enemies and using ranged weapons Show the DIM Scanner in action Show the electrical puzzle mini gam...

Game Design Project : Entry 9 - Level Design through Procedural Generation

 Level Design is the most important screw that holds DungeoNeer together. As a roguelite game the player gets a randomized set of tools and equipment at the start of each run. As they progress through the dungeon they can collect materials and other components to craft more tools that would allow them to access previously inaccessible areas. The game is primarily a stealth game (with action and combat elements), so the levels have to be intricately designed to allow players to sneak past the enemies and obstacles, however they choose to. Since the player may not have access to some of the pathways due to them not having the right tool to open a vent or a locked door that requires a keycard; the levels have to be constructed in such a way that there is always a way for the player to progress regardless of what loadout they start with. So, in essence the game doesn't fully halt the players progress, it merely slows down and restricts the player's passage through that path tempora...