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week_8_2017 [2017/03/14 06:46]
rickard
week_8_2017 [2017/03/14 07:03] (current)
rickard
Line 6: Line 6:
   * Dungeon design - parts mentioned: dungeon history and change, nodes, meaningful/​informed choices, zones/​areas,​ factions, information,​ resources... Several of us are leaning towards a node-based model (where nodes are the "​happening"​ parts). [ I'll get back to you with this as I'm trying to work on a bit of a general building model with core parts that help get an interesting adventure laid out quickly]   * Dungeon design - parts mentioned: dungeon history and change, nodes, meaningful/​informed choices, zones/​areas,​ factions, information,​ resources... Several of us are leaning towards a node-based model (where nodes are the "​happening"​ parts). [ I'll get back to you with this as I'm trying to work on a bit of a general building model with core parts that help get an interesting adventure laid out quickly]
   * Why typical Dwarven Hold architecture would kill dwarves and/or any visitors   * Why typical Dwarven Hold architecture would kill dwarves and/or any visitors
-{{tag>​Weekly_Summary}}+{{tag>​Weekly_Summary ​dungeon_design game_mechanic armor}}
week_8_2017.txt ยท Last modified: 2017/03/14 07:03 by rickard