chaostrom wrote
So we've gotten to phase 2 have we? Anyone can create a dungeon of their own?
The latest effort is a step towards this, but creating a dungeon from script alone has not been implemented yet, but this is the next step. So yeah, not phase 2 just yet, but we will get there shortly.
4zb4 wrote
Nothing I can't do with editing the script files but that's not helping development.
Also sounds like a good time to write up a dungeon.dat tutorial.
Creating you own dungeon is time well spent, and counts as development. Azba, if you feel like starting on an idea for a dungeon, then please do so. If you need features added into the code to give the dungeon that x-factor, then by all means deliver me your specifications.
I'm excited about writing some practical dungeon building tutorials on the wiki, and perhaps explaining some of the features like randomization and the difficulty curves. Maybe even some calculator tools on the wiki?
I am going to follow SquashMonster's suggestion of creating alternate dungeons arcs which you can opt into by choice. Using the encrypted scroll can be the key to enabling this.
Think of Attnam and Gloomy Caves as parent and child locations respectively. In Attnam, you hand over the encrypted scroll, and this lets you find Gloomy Caves on the map, and the scroll disappears. Consider a new set of parent and child locations, let's call them the City of Rihajab and Crimson Ziggurat. You hand over the the encrypted scroll to the municipal authorities in Rihajab, who thank you for contributing to their military intelligence, and who reveal the location of Crimson Ziggurat, which they say you can have for your dominion, if you can defeat the ultimate evil residing there... and so forth.
I'm not a good writer, anyone who played CLIVAN can attest to that. But I just want to illustrate the possibility of using the encrypted scroll to lock out the other dungeon locations in a structural way, until a more general way of doing this can be implemented.