I don't think we can "start accepting submissions" when we don't have the rules established first. Or a specific way to submit. That was the whole purpose of my last post, to approach that point. I'd like to organize the whole groundwork into one well-oiled post and perhaps make a new thread to announce it. This thread is more about a discussion of ideas. The "requirements" are conflicting throughout this thread.
I'd like to create a new thread with the announcement of opening this project to submissions, with a nice presentation; clean, concise, well-written directions; and criteria for how the submissions will be arranged/randomized into a robust project representative of the community at large. And I'd like to reach a consensus on the things we have been discussing in this thread before that happens.
Puzzle-based levels are perfect because they can fit anywhere in the dungeon. Very Frankenstein indeed!Ancylus wrote:I would be happy to contribute a level to FrankenDungeon. In fiddling with the editor and learning its ropes, I've been developing a puzzle-based dungeon level that should fit right in. At this point, I have three things to note concerning level design.
I agree with your point about stairs. I added the one-level possibility to my list of suggested rules in my previous post.Ancylus wrote:First, I think the best way to handle level entry and exit is a central stairwell. Teleporters are too impersonal for something that should be a significant milestone. On the other hand, designing a level so that it could be reasonably entered at any corner is difficult, and many would likely just end up teleporting the party to the real starting point. A stairwell at a predefined location (central or not) is much easier to plan around. For example, if stairs are placed at (15,16) and (17,16), always descending from north to south, it is easy to create the first room of the level to the south of them and the last one to the north so that they remain accessible even if the stairs exchange places. Of course, if everyone is expected to create two levels, this will be less of an issue, since the stairs between different designers' levels can just be placed into a fixed location. I think it would be better to allow one-level submissions, though.
This is probably the best solution to key/lock puzzle overlap. Earlier in the thread it sounded like people weren't in favor of it, but if people don't mind doing it, it would be great. I added it under my list of suggestions.Ancylus wrote:Second, I suggest that everyone clone whatever keys their levels need. It's easy enough that anyone should manage it with instructions, and it will prevent levels from affecting each other in this respect. Even if this is not adopted as a general rule, I'm certainly going to do so myself, and would recommend the same to anyone whose level or puzzles could be bypassed with an extra key.
Another great point, and one that I didn't think of. I guess this could be added as a requirement for the "Initial Floor" tier!Ancylus wrote:Third, it might be a good idea to give the party a compass and a mortar at the initial level. We should be able to count on the party having those, without handing out more of them at every other level just in case.