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Final Dungeons...
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Soule X




Joined: 13 Sep 2004
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PostPosted: Wed Oct 13, 2004 10:33 pm    Post subject: Reply with quote

*toot*toot*toot*toot*toot*
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RedMaverickZero
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PostPosted: Thu Oct 14, 2004 11:46 am    Post subject: Reply with quote

The best way to do the whole switch set up is using tags and animations. However... to make them all look really good, at least with switches anyways, you'd set a tag for the animation to play. With OHR you only get two per tileset, so that really limits the uses of that. Otherwise, Unc. I would use the hell out of that.
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Uncommon
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PostPosted: Thu Oct 14, 2004 12:03 pm    Post subject: Reply with quote

There are a lot of better ways to do that, Red. You don't necessarily need an animation for the switch, just an on position and an off position.
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Shadowiii
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Joined: 14 Feb 2003
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PostPosted: Thu Oct 14, 2004 1:01 pm    Post subject: Reply with quote

Or you could be like Pitch Black and not even have the switch move at all
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Ssalamanderr
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Joined: 14 Feb 2003
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PostPosted: Fri Oct 15, 2004 5:44 pm    Post subject: Reply with quote

The solution: Buttons.
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TwinHamster
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Joined: 07 Mar 2004
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PostPosted: Tue Oct 19, 2004 3:17 pm    Post subject: Reply with quote

Sephyroth wrote:

Do you really think special effects are what matters in the final dungeon? Also, give some examples of "good" RPGs that have special effects in the final dungeon.


I didn't mean that they are the only things that matter, I was actually thinking about the Golden Sun dungeons. They were a perfect combination of strategy, puzzles, battles, etc. But, when I say "Special effects", I mean anything that hasn't been previously seen in the game before. Basically, I don't like seeing same traps and stuffs over and over again.
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Moogle1
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PostPosted: Wed Oct 20, 2004 4:02 am    Post subject: Reply with quote

Final Fantasy 8 had a ridiculously great final dungeon. Replay it if you disagree or don't remember.
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RPGrealm5
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Joined: 17 Apr 2003
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PostPosted: Thu Oct 21, 2004 1:43 pm    Post subject: Reply with quote

I think final dungeons should test you on things you've learned throughout the game. Zelda: Ocarina of Time's final dungeon demonstrates this quite well by forcing you into different areas which have puzzles that were found in previous dungeons, so you have to remember what you did back then to pass through.
There should also be new stronger enemies than before, possibly the return of previous bosses in one form or another as seen in Mario RPG. There also has to be a variety of challenges that would make one think harder than before.

Overall, I agree with all of the above said opinions. A final dungeon has to be special, it has to have a theme that no other dungeon has had before it. Of course, good storytelling adds to the final tension as well.
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Fenrir-Lunaris
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PostPosted: Thu Oct 21, 2004 2:09 pm    Post subject: Reply with quote

Moogle1 wrote:
Final Fantasy 8 had a ridiculously great final dungeon. Replay it if you disagree or don't remember.


Agreed. Starting out in it you're stripped of ALL your abilities (except for fight, natch) and have to defeat the castle guardians to get them all back. Beat a guardian, you get to choose one and only one ability. The enemies are stupidly hard if you're not leveled up, and can be stupidly harder if you are. Not only this, but the whole thing is a series of puzzles and challenges just to get the critters to show up in the first place, some of which are damn near impossible to figure out without a guide or faq. The music is absolutely gorgeous, and the entire complex is a branching castle (it's not just some long path unlike in FF7, 9, 10) which gives you the option of going straight to the final battles should you so choose. The only problem with it is that it... didn't... seem to.. fit with the rest of the game (Spaychip!!1 nuklera mizzlez!!1 layzer gnu!!11!1one! wtf castle wtf Neutral|| )
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Shadowiii
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PostPosted: Thu Oct 21, 2004 2:13 pm    Post subject: Reply with quote

6's is better.
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Sephyroth
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PostPosted: Thu Oct 21, 2004 3:22 pm    Post subject: Reply with quote

Quote:
The only problem with it is that it... didn't... seem to.. fit with the rest of the game (Spaychip!!1 nuklera mizzlez!!1 layzer gnu!!11!1one! wtf castle wtf || )


Its story wasn't great. Gameplay-wise, the final level fits perfectly fine with the whole game. As the game revolves around the junction system (and the limit break), it was a great idea to have a final level in which you lose all of your junction abilities and have to win them back (the limit breaks were sealed too) by fighting the castle's guardians. (The order in which you unseal your abilities was important too, as the Draw (or Magic with Demi) command was crucial for battle against the Red Giant.)
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JSH357




Joined: 02 Feb 2003
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PostPosted: Thu Oct 21, 2004 3:28 pm    Post subject: Reply with quote

I always liked the final dungeons in the Pokémon games. (Not Victory Road, but the Elite Four) You focus everything on the final battles instead of worrying about stupid puzzles, with no interruptions. It also lets you restart from a healing/item shop if you get crushed. Good setup for that type of game.
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SlightlyPyro
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Joined: 04 Jun 2004
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PostPosted: Wed Nov 03, 2004 8:08 pm    Post subject: Reply with quote

Oh God save us from the evil switch puzzles!! DO NOT UNDER ANY CIRCUMSTANCES EVEN CONSIDER PUTTING A SWITCH PUZZLE IN A GAME UNLESS YOU (like myself) ARE HORRIBLY SADISTIC OR HAVE SIMPLY LOST YOUR MARBLES. Switch puzzles are the 2nd greatest cause of murder because of RPG influence, the first being enemies that simply cannot be killed. (They kinda mess with your mind and make you want to ensure that you still have the ability to kill someone.)

I personally think that final dungeons filled with stupidly hard monsters and final dungeons filled with mind-boggling puzzles are mutually exclusive. Level 500 Silent Vortex Dragons mix with slamming spike wall trap-filled Sokoban mazes about as well as I do with a crowd of idiots. The idiotImeanplayer, if he survives the experience, will probably be mentally scarred for life. Furthermore, do not make dungeons with all the elements of the game in nice, neat little packaged sections. It's stupid, regardless of how you design it. If you go with a monster dungeon, mix their elements randomly, so the player doesn't know what to expect. This forces the player to take some risks, especially if you do something like FFH, where the ice armour and weapons are the best (well, till you get Opal, or whatever it's called...I need to finish that game), but fighting ice monsters with ice weapons is generally unadvisable to anyone but the suicidal people.

If you go with the puzzle ending, definitely make the last dungeon a maze that no one will forget, but everyone will forget how it went. This creates not only an element of replayability, but also makes it difficult for people who have already beaten the game to get someone else through it, forcing them to actually get off their lazy butts and think for themselves. (Yes, games can be a good source of intelligence boosting.) Elemental traps are always interesting to implement, and provide the same difficulties that random elemental enemies provide with a monster-fighting final dungeon. Just STAY AWAY FROM THE FREAKING SWITCH PUZZLES and generally stay away from the rock/ice chunk/piece of crap pushing mazes. If your inner being commands you to implement one of these irritating hardly-interesting-unless-done-correctly things, make sure it's short and sweet.

Finally, the final dungeon should match the rest of the game. If most of the game is monster-bashing, then the final dungeon ought to be a monster basher. But if most of the game is puzzle solving, then the last dungeon ought to be a giant maze.
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