Justin Alexander recently made several posts about the
dungeon design methods seen in Paul Jaquays' adventures. Those articles are worth a read in themselves, and they use an
interesting analytical technique which visualizes a dungeon as logical flowchart rather than a floorplan. I'm going to start making such flowcharts as a quality control measure after the first rough draft of my dungeons. (This reminds me of
Stefanie Posavec's sentence drawings, which are worth a look if you're a fan if visualizations.)
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