Wednesday, July 7, 2010

Wrong Turn In Development

As the growth of BigDungeon is part of what this blog is going to be all about I had to share this.
Early work on BigDungeon took a wrong turn in development. I was enamored with making the map look different and whipped up an alternate style from the typical square grid dungeon- the big hex dungeon. It was a cool idea but strayed a bit too far from tradition for my tastes after dealing with it for a while.

A portion of one map is below for the curious to get a glimpse at what will never be and some of what I was spent dungeon development time on.






2 comments:

  1. You know, though, if you increased your scale a bit you could make each hex actually a locale that could be mapped out on a one-page dungeon or some other compact format. It'd be akin to the "underworld as wilderness" concept you see pop up every now and again.

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  2. Well, The Fantasy Trip used hex-based dungeons, I think.

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