Posted Wed, Jun 06, 2007 by LadySirse
The very concept of dungeons carries a lot of baggage. We had to distill all the things that make dungeons cool while removing the parts that wouldn't work for our purposes. New design, art, and programming challenges love to rear their hideous, hydra-like heads every step of the way in game development, and dungeons have been no exception. We got our bearings and started everything in parallel, quickly prototyping and implementing dungeon mechanics such as traps, while level designers roughed out the general layouts for the rooms that would be pieced together to form the unique layouts.Don't miss a thing! Get clicking to read more.