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Openness - Hallways and stairwells should be no less than three voxels wide.Additionally, doorways should not be more than three voxels thick. Doorways - You must have no "doorways" less than two voxels wide.This is because anything between two blocks is converted to air, only interior spaces should have empty space between two blocks. Note: if your design plan doesn't allow for this you may use fake air blocks to provide the floor and/or ceiling for your dungeon/lair. Construction - All exterior space should be completely filled on the vertical, or Y, axis."Dungeon Area" - refers to the amount of space that is available to create the dungeon within (125x125x125).
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"Open" - is defined as being free of spikes, lava and other "deadly" floor elements as well as any other obstacles.
"Dungeon Area" constraints Common Definitions Graph paper and/or a voxel editing program are useful when planning a complex layout. b) the number of allotted rooms reaches 0 (more on this in the.a) no more rooms will fit inside the "dungeon area".The dungeon will keep plugging rooms into sockets until one of the following conditions are met.The dungeon will not build properly (it will give an error in the log file) if every color socket used in the layout doesn't have a corresponding plug. An endcap can even be a room where the only item in it is the plug. Rooms with one plug and no sockets are typically called "endcaps".Keep in mind that all sockets must be filled, for a given room, for the dungeon to successfully assemble. Additionally the room may have as many sockets as are needed. Each room must have one, and only one, plug.Beyond that restriction blue plugs fit into blue sockets, green plugs into green sockets, and so on. The red socket is not used in dungeon construction. Therefore only one room in your dungeon may have a red plug. Note that the red plug is reserved for the dungeon plugging into the "world socket". There are 9 different colors for the plug and socket sets.
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Your dungeon's rooms are connected using a series of plugs and sockets. You should pay special attention to the section on Colors and shading. The Style Guidelines will significantly help with this part of the planning process. For example, a dungeon made entirely out of "rare bear" walls and torch floors will not be accepted. Tying the dungeon to a biome is an easy way to ensure this connection to Trove. They should also look like they fit within the Trove world in general.
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The individual dungeon pieces should look like they belong with all of the other pieces once the full dungeon is assembled.