![]() ![]() Additionally, the longer players are expected to go without taking a long rest will also significantly increase the difficulty. However, difficulty can increase unexpectedly due to various skill synergies when you start to mix and match creatures. Every creature does have a CR attached to it, which can help guide this a bit. ![]() One aspect I was curious about in terms of dungeon building was how to judge the difficulty of what you are building accurately. For a traditional dungeon where players are exploring a tomb or something that might not be very useful, but for an adventure where players are doing something more fantastical, having each floor entirely separate from each other opens up some exciting possibilities. The upside of this is it allows each floor to be completely different from one another, not only in layout but also with different moods and environments selected. Instead, it's necessary to create each floor as a separate dungeon and link them together through their entrances and exits. Unfortunately, this can only be done in one dungeon and not across multiple dungeons.Īnother limitation of the current system is that you can't make one dungeon with multiple levels. Additionally, it is possible to copy and paste rooms with all of their things to help expedite the process. So, if you are the type who wants to meticulously place every single item in your dungeon, you can definitely do that. If you decide to go with unfurnished, you'll be able to choose from any of the items currently in-game to place around your dungeon. There's a variety of room types to choose from, and as a starting point, you can choose between furnished or unfurnished rooms. It seems like they have managed to walk the fine line between making things overly complicated and too plug and play well. Alternatively, making things too cookie-cutter would limit players' creativity and ability to create genuinely unique dungeons. While some players might enjoy working in Unity with the same tools the devs use, for others, that type of setup would prevent them from making use of the dungeon creator. Girard mentioned that one of the critical pieces of feedback they took to heart was making the tools as easy to use and approachable as possible. ![]() When Tactical Adventures set out to make a dungeon creator for the community to use, the first thing they did was discuss what they would want out of a dungeon creator with members of their community. ![]()
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