Game Development Reference
In-Depth Information
There are three more things to cover before I end the chapter. The first is that we must set the random encounters
for our second dungeon. We want the game's encounters to become progressively more difficult, so let's bump up
the bar as compared to the previous dungeon. Second, we'll need to add our dungeon to the world map and create a
relevant transfer event. Last, I need to list where each staircase leads in our tweaked dungeon.
The Second Dungeon's Random Encounters
On the first floor of the second dungeon, Wisps will appear half the time, while a pair of Jellyfish will appear 3/10ths of
the time. A trio of Ghosts is the rare encounter on the first floor, with a 2-in-10 chance of being encountered (Figure 6-8 ).
Figure 6-8. The encounters list for the first floor
On the second floor, we have the encounter table as presented in Figure 6-9 .
Figure 6-9. The encounters list for the second floor
Wisps have been phased out completely, making Ghosts the common encounter on this floor. Skeletons are
encountered with the same frequency as Imps, a new foe in this dungeon, while the rare encounter is a trio of
Zombies, another new enemy type. I decided against having encounters on the top floor, but you could consider using
the same encounter table as the second floor, but with altered weights to make the weaker monsters rarer and the
stronger monsters more common. Last, but not least important, we want to keep Eric and Noah progressing nicely
in terms of gear. I added the following gear to some of the treasure chests I placed in the dungeon: Bardiche, Bronze
Plate, Crossbow, Runed Robe, and Spike Shield. You don't have to make every treasure chest item an upgrade, mind
you. In fact, the Bronze Plate is a downgrade, compared to the Hard Leather we placed in the first dungeon.
Placing the Second Dungeon on the World Map
All of the work that has been done in this chapter is for naught if we don't actually allow the player to visit the
dungeon, right? So, I'm going to add an appropriate tower graphic (the left-most Tower in tab B of the Field tileset) on
the map. I'll place the base of the tower at 13,76. See Figure 6-10 for a screenshot of how it should look once placed.
 
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