Archived Design Notes

Dungeons and Dages

Posted by Artix on

Lairs, crypts, asylums, inverted floating pyramids....

Before we can start designing ultra creative, innovative dungeons, we must first design a "simple" prototype dungeon. A proof of concept... to learn how all of the pieces will work together. We need to determine how big the floor and objects will be (We went with 4 meter by 4 meter tiles.) Then we need to build the 3D assets: floors, walls, pillars, doors, ground objects. Then we need to texture them with art. Figure out how to add pressure pads to trigger doors, and animations. The first dungeon should be 6 sections long including: a starting area, 3 extremely different sized linked rooms, and a giant boss fight chamber. Llusion created the concept sketches below. Thyton and the team realized the quickest way to get me to agree (to pretty much anything) was to make a crypt filled with undead. So he started sketching bizzare undead abominations and theming objects for the dungeon. As you can imagine, their plan backfired, because I got over excited and set the deadline for everything to be Finished on Friday.

Dungeon of Wedonthaveanameyet

Have an idea for our undead themed dungeon adventure? TWEET ME name suggestions on Twitter! Be sure to include a #AQ3D so I can search by it.

A few other interesting things are going on! This past weekend was Dage's birthday... and the items he released in AQWorlds have become the most popular items EVER released in the history of the game. In other news, the Artix and Sepulchure action figures are going through special testing so that we will be able to get them in stores in UK/Austrialia. Also, we found this AMAZING stop motion animator who is making a fight video with the toys. Most players are suggestions the song "Battle On!" by One-Eyed Doll. What do you think? Finally, the commenting system for this website is aaaaaalmost done. Soon you will be able to post your replies right here on the site (So excited!)