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Visionary Realms, Inc.By Visionary Realms, Inc.
First created
Visionary Realms, Inc.By Visionary Realms, Inc.
First created
pledged of $800,000pledged of $800,000 goal
0seconds to go
Funding Unsuccessful
The project's funding goal was not reached on Sat, February 22 2014 7:40 PM UTC +00:00

A Little Something for Sunday

Posted by Visionary Realms, Inc. (Creator)

Vu's been working steadily on dungeon design this week. He's made some great progress, and I, for one, got all giggly when he sent this over. Anyone else feel like jumping right in there for some dungeon crawling?

Early work on Vu Nguyen's newest dungeon for Pantheon
Early work on Vu Nguyen's newest dungeon for Pantheon
Geraldine Morgan, Eldaran_SoL, and 53 more people like this update.


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    1. Sakino on

      I will always support you!! :)

    2. Gazz on

      Just one thing on the overall design:

      SOME verticality is a good thing but Daggerfall's procedurally generated dungeons where way too complex in the 3rd dimension. Soooo many layers on top of each other.

      I think Howling Stones was kinda messy that way.

      I created a lot of LDON maps (like this one ) and even when using different colours, it was really hard to display COMPLEX overlapping areas.

    3. Michael Kennedy on

      The dungeon design concept reminds me of the "Lost Dungeons of Norrath" style of creating dungeons: "Prefab" geometry pieces that connected together like a Lego set coupled with special hand made "point of interest" (POI) geometry areas. There was also an object layer that allowed common objects (e.g. pots or beds) to be placed anywhere in the dungeon.

      Overall, the "Lost Dungeons of Norrath" system was fairly well done. It created dungeons that were fairly unique even though they shared geometry and textures with 6 or 7 other dungeons with the same theme.

      I hope that Pantheon can utilize a similar system to create large dungeons without the repetitiveness of having 8 dungeons with the same geometry design.

    4. Dirk Vojtilo on

      I loved the dungeons in EQ1, since you simply could get lost (like Solusek A / B). In the newer games these dungeons are always just tubular areas with no sideways and just one way to go.
      Really looking forward to the dungeons here =)

    5. Chaam on

      Every step forward is a positive one. Thoughts of making code easier in the early stages now will prove impressive to the rest at later stages. Its nice to see you overcoming the plaques of games past before it even gets started, Thank you

    6. DarkAkuma on

      Now that's a step in the right direction!

    7. Visionary Realms, Inc. Creator on

      Hey gang, I posted this on earlier.

      Hey guys,
      The screen shot is basically me playing around in Unity trying to figure out the best way to do dungeons with caverns in them. Most likely it will all change. As for old Guk, the tool we used back then to create hallways and tunnels was pretty much drawing and connecting verts with a set ceiling height to make rooms. A tunnel could be done by placing down 4 points and connecting them then hitting enter to form a blocky room with walls in 10 seconds. I can certainly draw a bunch of random shaped 4 sided rooms and connect them all, but todays standards are much higher and the detail and content are higher.
      With that being said, instead of manually having to build each room like in EQ we have to plan modular pieces out to for efficiency and control. There needs to be a certain balance between modular geometry and hand crafted flavor areas. I am trying to set up a system that will allow us to produce large dungeon is a efficient manner and time frame with limited resources and no real code support yet. So hold your horses because things will look better in the future as this was just about 5 days or work, we need to figure out the best way for production first. Thanks for the feedback guys!


    8. Susan Platter on

      For a first draft, that looks suitably creepy!

    9. Eric Vaessen on

      That's awesome! I'm looking forward to more dungeons like "The Hole" from EQ. I loved leading raids down there (once I got a handle on it).

    10. Arthanis on

      Looking great, do you think you can match or better this one?

      ;) Hope so.

    11. Liam Hall on

      Sunken Sanctum! Su-sunken, sanctum. Sunken Sanctum....hmm

    12. Visionary Realms, Inc. Creator on

      @Steven - it's only a section of the dungeon; certainly not the entire Sunken Sanctum dungeon. Oops...

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      Reht on

      @Trathos- Great post! I, for one, am thankful for the updates and am more than willing to give these guy the time necessary to create one hell of a good game for us.

    14. Trathos on

      @Nathan Don't get discouraged. That's actually very good considering these guys arent even in a studio. I think Vu maybe literally the only guy working on the dungeon designing, so I promise it took more than 10 minutes to make that. People may not be used to seeing these pre-alpha screenshots and images, but this is part of the game design process. Everything starts this way I assure you.

    15. Sean M. Swafford on

      I am all about it. Lets do this thing.

    16. Ingvar Sinilaid on

      How about randomized dungeons with random room, trap, puzzle, mobs, boss placement? Selected from a preset set of rooms, mobs etc ofc. That would be cool.

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      Shmanky on

      Good stuff! That looks amazing :)

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      P99AleathaBLUE on

      I want to be positive since I pledged to this but this looks like something that you crapped out in 10 minutes.

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      P99-Enitzu-Blue on

      This reminds me so much more of Blackburrow but in a good way. Can't wait to see more of those dungeons! Give us a new Guk and Seb and I'd be ecstatic

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      Shane c. Sargent on

      Looks awesome! Can I have a camp check please ;)

    21. Kuldiin on

      Upper Guk was some good stuff also

    22. Ian Cannon on

      Looks good, can't wait to get in there. Hoping dungeons get big and complicated (non linear), like the good old days.

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      Steven Hickerson on

      I don't want to sound rude or anything, but I'd have to ask, is that just a small section of a dungeon he is working on? If that is an entire dungeon it looks a little small and simplistic. Compare it to a 3D rendering of lower guk (arguably one of the best dungeons in classic EQ) and you'll see what I mean.

    24. Missing avatar

      Carrera on

      Heck ya! You rock those dungeons Vu!

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      Reht on

      Definitely ready to jump in.....

    26. Mizpah on

      Gavin Sims, Thats Evil!

    27. Orsenfelt on

      I see it now, I'm going to die in that room.

    28. Stefan Wehlin on

      Weee i see my camp spot!!!!

    29. Liam Hall on

      I'm all giggly looking at it too!

    30. Aetiyen on

      Argh - maybe I need paragon tier as well lol

    31. Kuldiin on

      Now fill it with Frogloks!

    32. Eldaran_SoL on

      Can't wait to see it from the inside!