Hi Minecraftforum,
Have you ever gotten tired of those small little structures that only have things that you can ride pigs on with, is it kind of ironic how fast people run into a dungeon and run out?
I have a solution.
With my spare free time, I have devised a dungeon layout which has 3 rooms to it, all packing their own nooks and pathways.
*EDIT* I will update this for an even better dungeon layout, but I cannot code this so I doubt it will ever see action in minecraft. I might make the place called a Creeper Temple (happy face)
This is a basic overview of the dungeon:
A standard look at the dungeon as shown. NOTE: the Note blocks represent Mob spawners, if you are wondering
This is the "foyer" of the dungeon. Nothing is extraordinarily special about this room, except for the spawners.
This room is straight from the original spawner room. As you can see, TNT/pressure plate traps are spread so if one comes in to the room without stepping on the trap, the player can get to the chest filled with many cool and exotic items.
Uh Oh! Breaking the Chiseled brick will show a lava source. Putting it out will save you.
In the other room, a tripwire sits for you to step on it. What will happen? A dispenser will shoot a fire charge at you! not the best thing to happen to you and your precious items!
Anyways, the loot ranges from rotten flesh, to cobwebs, to gold, and to emerald and many other things like saddles!
If you liked this post press the secret green button for candy!
*EDIT* EVEN NEWER DESIGN: The CREEPER Temple!
"What's this?" Thought the handsome explorer
A Temple! Yes, this is a temple, but it has the flair of a Dungeon to it. Let's explore further into this structure.
This is the main creeper "worship room" and will include 2 spawners indicated by the wool.
This is the room. It has one chest and 2 creeper spawners
This is the Fountain Room, and a chest is visible in the fountain.
From that, we see the Barracks, which includes 2 zombie spawners.
The Library Portion. Nothing is to special here, except for the probable abundance of spiders
This is the Fireplace room. nothing too special?
A wild chest appears! Go steve! Steve uses Open! It's super effective!
The Entire Creeper Temple. This is all of the rooms put together as a regular-size temple. These will occur at the surface (the stairs) and underground otherwise. The generation should be random, choosing whether or not it is liable to place another room.
Like this post?
Press the follow button to get in my van! I Have candy!
I'd like this is there was a different layout every time. Like, 5+ layouts stored, the old one included.
That is a good idea, but each one would have to have a different style of traps, like "arrow-type dungeon" or "hellish-type dungeon"
This would be a layout for a normal one.
Very good idea.. but it seems like the temple idea that i had months ago.. (newly put in)
The TNT seems self destructive of the spawner/dungeon and creepers can do that just fine.
Same as the fire charges. good idea.. but a bit chaotic and objective based.
A kind of "Dungeon+". Like the existing one but with more than one room, and with traps and perhaps other redstone stuff, and (to add to the idea) maybe one or two small "flavour" rooms with a bed, book cases, furnaces or other fluff.
I love this idea!
Expanding on thread suggestion, since I think it can add so much to the game:
Only to throw in my own five cents, have it be randomly generated, like villages and mineshafts. It doesn't have to be much bigger at max size than the sample one in your OP, just have the number of rooms, which features to generate and the room layout be randomized so it's not the same dungeon every single time. That'd get boring and immersion-breaking really fast.
I like your feature ideas, and I think they're a good basis for a dungeon+ generator code.
The way I see this working would be that once the game has decided a dungeon is to be placed somewhere, it places the central Mob Spawner room and then "rolls dice" to see if anything should be generated next to this room. Then it "rolls the dice" to see if one or more features should be generated adjacent to that room. It goes on like this until it reaches a max size of rooms, or until the "die rolls" don't generate more rooms. In my view, since dungeons should consist of more than one room, there should be a minimum number of rooms the generator must reach before it quits.
If you've played a tile-based exploration game like (or just explored an MC mineshaft ), you'll understand what I'm getting at.
As far as I see it, the different feature categories, each of which can be expanded upon, would be:
a. ) The mob spawner room with one or more chests.
b. ) Atmosphere-enhancing features like barracks, storage rooms, libraries, furnace rooms, small dining/meeting rooms, prison cells, water/magma wells, workshops, animal pens, etc.
c. ) Connecting features such as fortifications*, hallways, staircases that go straight forward or in spirals, doorways, short shafts or trapdoors with ladders, etc. With or without traps.
Rooms that are directly adjacent to another, without connecting features, will just be separated by a simple doorway (either empty, closed by a wooden/iron door, or bricked-up).
With *fortifications I mean the kind of "checkpoint" that we players often make to separate "secured" parts of the underground with the unexplored/unlit sections. An iron door, openings in the rock wall to shoot arrows through, perhaps a kind of chasm with a bridge spanning it (or with the remains of an old wooden bridge), that kind of thing.
Alternatively, we could do away with the mob spawner chamber altogether and just make it so that the first generated room (from the "b category") has the mob spawner somewhere inside.
This idea also ties in nicely to how I personally wish Mojang would take a break with the new features and keep expanding upon what we have. Several of MC's features, like mineshafts, are a bit "bland" and not that exciting. Mineshafts are just labyrinths of random hallways, for example.
The addition of trade with villagers was one such addition to an existing feature. Expanding dungeons to more than a single empty room with nothing but a spawner and a chest would be another .
Slightly off-topic: I would also support a similar setup for above-ground forts and mansions in AI villages .
Very much like this idea. I just don't think they should get too big, just something on par with temples but not as big as Strongholds.
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Have you ever gotten tired of those small little structures that only have things that you can ride pigs on with, is it kind of ironic how fast people run into a dungeon and run out?
I have a solution.
With my spare free time, I have devised a dungeon layout which has 3 rooms to it, all packing their own nooks and pathways.
*EDIT* I will update this for an even better dungeon layout, but I cannot code this so I doubt it will ever see action in minecraft. I might make the place called a Creeper Temple (happy face)
This is a basic overview of the dungeon:
A standard look at the dungeon as shown. NOTE: the Note blocks represent Mob spawners, if you are wondering
This is the "foyer" of the dungeon. Nothing is extraordinarily special about this room, except for the spawners.
This room is straight from the original spawner room. As you can see, TNT/pressure plate traps are spread so if one comes in to the room without stepping on the trap, the player can get to the chest filled with many cool and exotic items.
Uh Oh! Breaking the Chiseled brick will show a lava source. Putting it out will save you.
In the other room, a tripwire sits for you to step on it. What will happen? A dispenser will shoot a fire charge at you! not the best thing to happen to you and your precious items!
Anyways, the loot ranges from rotten flesh, to cobwebs, to gold, and to emerald and many other things like saddles!
If you liked this post press the secret green button for candy!
*EDIT* EVEN NEWER DESIGN: The CREEPER Temple!
"What's this?" Thought the handsome explorer
A Temple! Yes, this is a temple, but it has the flair of a Dungeon to it. Let's explore further into this structure.
This is the main creeper "worship room" and will include 2 spawners indicated by the wool.
This is the room. It has one chest and 2 creeper spawners
This is the Fountain Room, and a chest is visible in the fountain.
From that, we see the Barracks, which includes 2 zombie spawners.
The Library Portion. Nothing is to special here, except for the probable abundance of spiders
This is the Fireplace room. nothing too special?
A wild chest appears! Go steve! Steve uses Open! It's super effective!
The Entire Creeper Temple. This is all of the rooms put together as a regular-size temple. These will occur at the surface (the stairs) and underground otherwise. The generation should be random, choosing whether or not it is liable to place another room.
Like this post?
Press the follow button to get in my van! I Have candy!
That is a good idea, but each one would have to have a different style of traps, like "arrow-type dungeon" or "hellish-type dungeon"
This would be a layout for a normal one.
The TNT seems self destructive of the spawner/dungeon and creepers can do that just fine.
Same as the fire charges. good idea.. but a bit chaotic and objective based.
the Little Einsteins hate the Furry Fandom, Pokecombat Academy, and all of you.
I love this idea!
Expanding on thread suggestion, since I think it can add so much to the game:
Only to throw in my own five cents, have it be randomly generated, like villages and mineshafts. It doesn't have to be much bigger at max size than the sample one in your OP, just have the number of rooms, which features to generate and the room layout be randomized so it's not the same dungeon every single time. That'd get boring and immersion-breaking really fast.
I like your feature ideas, and I think they're a good basis for a dungeon+ generator code.
The way I see this working would be that once the game has decided a dungeon is to be placed somewhere, it places the central Mob Spawner room and then "rolls dice" to see if anything should be generated next to this room. Then it "rolls the dice" to see if one or more features should be generated adjacent to that room. It goes on like this until it reaches a max size of rooms, or until the "die rolls" don't generate more rooms. In my view, since dungeons should consist of more than one room, there should be a minimum number of rooms the generator must reach before it quits.
If you've played a tile-based exploration game like (or just explored an MC mineshaft
As far as I see it, the different feature categories, each of which can be expanded upon, would be:
a. ) The mob spawner room with one or more chests.
b. ) Atmosphere-enhancing features like barracks, storage rooms, libraries, furnace rooms, small dining/meeting rooms, prison cells, water/magma wells, workshops, animal pens, etc.
c. ) Connecting features such as fortifications*, hallways, staircases that go straight forward or in spirals, doorways, short shafts or trapdoors with ladders, etc. With or without traps.
Rooms that are directly adjacent to another, without connecting features, will just be separated by a simple doorway (either empty, closed by a wooden/iron door, or bricked-up).
With *fortifications I mean the kind of "checkpoint" that we players often make to separate "secured" parts of the underground with the unexplored/unlit sections. An iron door, openings in the rock wall to shoot arrows through, perhaps a kind of chasm with a bridge spanning it (or with the remains of an old wooden bridge), that kind of thing.
Alternatively, we could do away with the mob spawner chamber altogether and just make it so that the first generated room (from the "b category") has the mob spawner somewhere inside.
This idea also ties in nicely to how I personally wish Mojang would take a break with the new features and keep expanding upon what we have. Several of MC's features, like mineshafts, are a bit "bland" and not that exciting. Mineshafts are just labyrinths of random hallways, for example.
The addition of trade with villagers was one such addition to an existing feature. Expanding dungeons to more than a single empty room with nothing but a spawner and a chest would be another
Slightly off-topic: I would also support a similar setup for above-ground forts and mansions in AI villages
I support gas pockets in MC (see thread in Suggestions)!
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I support it.