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I have a week to plan a consequential dungeon
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<blockquote data-quote="NotAYakk" data-source="post: 9547553" data-attributes="member: 72555"><p>Brainstorm level ideas:</p><p></p><p>"Levels" are worlds, but worlds are constrained. Up is generally deeper - you climb the central world-tree, which takes on aspects that aten't tree-like.</p><p></p><p>People have set up communities on this world tree. Lots of settlements.</p><p></p><p>Vines strangling the world tree. Also take on aspects. Can be used as short cuts, like mario warp pipes. Knowing were they go is the hard part: using warp vines is a one-way trips to death.</p><p></p><p>Levels are like levels of hell - dante like - with different kinds of "violation" sending you to different levels. Gives themes.</p><p></p><p>Steal from board games. The vines are snakes - ladders also exist. Mousetrap. Operation. Life. Catan. Carcasonne. Take one apsect of the game and make it real, stressing this universe is arbitrary.</p><p></p><p>Food changes you. Food is local and cannot be preserved. Think mario brothers giant, fire, ice, raccoon, whatever. Lesser and greater food stuffs make thebeffect smaller or larger. This pushes the theme of each level harder.</p><p></p><p>At least one area where left doesn't exist. Turning right never returns to strait ahead. Seeing left is impossible. As is turning left.</p><p></p><p>There is no left.</p><p></p><p>If you turn right too many times there isn't a way out, your orientation is unreachable.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 9547553, member: 72555"] Brainstorm level ideas: "Levels" are worlds, but worlds are constrained. Up is generally deeper - you climb the central world-tree, which takes on aspects that aten't tree-like. People have set up communities on this world tree. Lots of settlements. Vines strangling the world tree. Also take on aspects. Can be used as short cuts, like mario warp pipes. Knowing were they go is the hard part: using warp vines is a one-way trips to death. Levels are like levels of hell - dante like - with different kinds of "violation" sending you to different levels. Gives themes. Steal from board games. The vines are snakes - ladders also exist. Mousetrap. Operation. Life. Catan. Carcasonne. Take one apsect of the game and make it real, stressing this universe is arbitrary. Food changes you. Food is local and cannot be preserved. Think mario brothers giant, fire, ice, raccoon, whatever. Lesser and greater food stuffs make thebeffect smaller or larger. This pushes the theme of each level harder. At least one area where left doesn't exist. Turning right never returns to strait ahead. Seeing left is impossible. As is turning left. There is no left. If you turn right too many times there isn't a way out, your orientation is unreachable. [/QUOTE]
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