Darkest Dungeon®

Darkest Dungeon®

[OUTDATED] The Mountain - New Dungeon - Community Project
Schadenfreude 20 Jul, 2017 @ 10:13am
Ideas for Scenery & Backgrounds
I think it's due time to collect ideas on how people envision the Mountain to look like, since that topic started to arise.

Also to ease recollection of expressed concepts, instead of having to sift through different threads for different topics.

So please drop your ideas for how corridors and rooms should be designed and what aspect of the area you think they would highlight.

Please feel free, if you working on art already, to drop it here for the community to appreciate and leave CONSTRUCTIVE criticism!

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In my mind corridors could either lead along a narror path, along the cold and wind wipped stone, where the camera is facing the side of the mountain, or lead over snow covered fields with a view over distant, storm raging ocean or over the Weald way below.

If possible maybe different corridors could display different scenery.

In another discussion the idea of room possibly displaying a cave inside the mountain, possibly further leading into it's belly.

Maybe the caves shadows occasionally have flashes of red eyes, signaling that you are not alone and watched!


I invite you to copy and paste your ideas expressed on the topic once more over here, thank you for our participation!
Last edited by Schadenfreude; 20 Jul, 2017 @ 10:21am
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Showing 1-6 of 6 comments
Keltainen 20 Jul, 2017 @ 10:54am 
I personally think that the main corridor that the player should see, would be the wall of the mountain, grim and unmoving. The walls should however not be just grey texture: They can (in addition of curios) feature small cracks, struggling plantlife or collapsed caves. The biggest difficulty is not using every piece of suitable scenary as a curio. The flashes of the scenary down below could be saved for "rooms".

One think to make in mind is that the path cannot be too narrow; almost all the other zones feature wide paths that allow the characters move in straight line. I don't think that movement like this can be replicated in a serpentine mountainsidee path. Thus I would say that the path should be relatively wide, but set in a way that it can suddenly become much more narrow to simulate the feel of a path carved to the face of a mountain.

Another question is how to simulate uphill or downhill paths. It may contest people's suspension of disbelief if "mountain" seems to be a flat plains.
Schadenfreude 20 Jul, 2017 @ 12:08pm 
Originally posted by Keltainen:
I personally think that the main corridor that the player should see, would be the wall of the mountain, grim and unmoving. The walls should however not be just grey texture: They can (in addition of curios) feature small cracks, struggling plantlife or collapsed caves. The biggest difficulty is not using every piece of suitable scenary as a curio. The flashes of the scenary down below could be saved for "rooms".

One think to make in mind is that the path cannot be too narrow; almost all the other zones feature wide paths that allow the characters move in straight line. I don't think that movement like this can be replicated in a serpentine mountainsidee path. Thus I would say that the path should be relatively wide, but set in a way that it can suddenly become much more narrow to simulate the feel of a path carved to the face of a mountain.

Another question is how to simulate uphill or downhill paths. It may contest people's suspension of disbelief if "mountain" seems to be a flat plains.

The problem I see with staring at the mountain the entire time is the missed opportunity of implying depth in layers in the background, it would also get pretty stale very fast, you could do a lot though when the camera faced away from the mountain and seeing the scenery below implies the sheer depth you are climbing.

The Cove or Court do a good job of playing with the background layers, showing the vastness of the cavernous mazes and swamp.

This is why I preficed the idea if it's possible to have varying corridor themes.
Last edited by Schadenfreude; 20 Jul, 2017 @ 12:12pm
Schadenfreude 20 Jul, 2017 @ 12:12pm 
Map layout:
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Maybe have the corridors and rooms aligned in a big circling pattern, not an entire circle bit half circle, boss maps would eventually spiral inwards, implying to have scaled the outside of the moutain?
Last edited by Schadenfreude; 20 Jul, 2017 @ 12:14pm
Schadenfreude 20 Jul, 2017 @ 1:19pm 
Then why do the Warrens, Cove and the others have distinct patterns and themes as to how they are aligned? Are they all pre generated and it's randomly determined what's picked? Then why not do so?
Keltainen 20 Jul, 2017 @ 1:22pm 
Originally posted by Schleicherfreund:
The problem I see with staring at the mountain the entire time is the missed opportunity of implying depth in layers in the background, it would also get pretty stale very fast, you could do a lot though when the camera faced away from the mountain and seeing the scenery below implies the sheer depth you are climbing.

The Cove or Court do a good job of playing with the background layers, showing the vastness of the cavernous mazes and swamp.

This is why I preficed the idea if it's possible to have varying corridor themes.

That is why i pointed out that there could be varied mountainside with many different textures. (I do agree that Cove is absolutely beautiful). What kind of breaks would be good to break the mood then ? Should the wiev show the Hamlet and surrounding area (This is a good way to demonstrate that the characters are high inthe mountain) or should it show a more mountainous area scretching to distance ? Then again they could show only snowstorm or something (Which would be a brilliant backdrop for a specialised quest. have your party go around lighting up emergency beacons and have the weather change to reflect the direness of mission)

Last edited by Keltainen; 20 Jul, 2017 @ 1:23pm
Keltainen 20 Jul, 2017 @ 1:24pm 
Originally posted by Schleicherfreund:
Then why do the Warrens, Cove and the others have distinct patterns and themes as to how they are aligned? Are they all pre generated and it's randomly determined what's picked? Then why not do so?

This. Also I do agree that a spiral-like shape could be interesting. Have some spots where the road forks into two different rooms to make it less of a tube though.
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