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How I think Nowhere dungeon should be added

Open Cruuk opened this issue 1 year ago • 0 comments

Short version: Implementing something similarly tierless and progression-supplementing like the boss system, but for mob gauntlet structures instead. Dungeon would be better off as this rather than being exclusive to hub like parkour is. I'm fine that parkour is exclusive, it seems it's supposed to be a low-stakes/minigame way to get tokens.

Long version:

Accessing a dungeon There would be different dungeons, and each of them would be associated with a "key". These keys would be crafted/obtained with the items most closely associated with their dungeon's theme. These keys would behave just like the boss token items, taking you to dungeon lobby (and just like bosses, there would also be a disabled dungeon lobby). Using the key on a special block would take you (and other players if they're in the square just like boss) to the corresponding dungeon structure. image

Like boss arenas, in servers you won't be able to access a dungeon if it's already occupied. I don't think it'd be a problem... But if it is you can always have every dungeon have multiple instances of itself.


Dungeon gameplay I imagine a dungeon would usually have a layout like this: image

At their core, a dungeon would be a gauntlet of mobs spawned from spawners (that you can't break) and the goal would be to get the end (indicated by the Nowhere portal). For variety, various stages of a dungeon (I.E. a dungeon's different rooms) could enrich this formula with features like:

  • Having rooms where you have to kill all mobs before progressing
  • Utilizing redstone for puzzles since this is an unbreakable structure dim

Also, a variant of the mob spawner block could be added for dungeon that only spawns a mob once per dungeon run, for the sake of better mob placement design when necessary.

In general, whereas the dims would offer a more environmental challenge, dungeon would be more arcade-y fastpaced repeatable gameplay.


Dungeon theming Something important to note is that I don't think there should just be a dungeon per dim. If that's how the theming was just distributed, that would be dim-related content that could probably be in the dims instead (and wouldn't have as good of a reason for it as the bosses)

The way I think the themes should be distributed would be the following:

  • Dims crossing over in content/themes. ** It can be stuff like all the dims in a route sharing a dungeon. E.G. a dungeon based on the whole Precasia/Gardencia/Candyland/L'Borean route, and the key for it would be made of materials from the dims. ** Crossing over in more general ways. E.G. a "desert" dungeon that incorporates everything desert related around the mod, like having Sand giant, stuff from Precasia desert, or any other sand stuff we may get.
  • Things that go beyond just dim themes, kind of like that some boss arenas do.

Also, the Immortallis mobs can be here as the "generic" dungeon mobs found in all dungeons, paired with mobs from different dims.


Rewards Crossing into the exit portal gets you the rewards. Each dungeon would have its own reward table, filled with tokens, things based on the dungeon's theme, and other special items.

Misc Maybe dungeon could be where you obtain archaic blocks? They're not unbreakable, they're just only in a dim that is. It could be via the aforementioned rewards table, or an NPC you buy them from with tokens.

In general this would be the perfect opportunity to utilize Nowhere's high Y limit. I don't think we'll ever get boss arenas that tall

Cruuk avatar Jul 24 '23 21:07 Cruuk