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Written by Brandon Pearce

Hi guys!

Here I'll be starting a new series called "Designer Thoughts" which are restricted to Patrons only, and are a little less formal than our "Week In Review" series. In this series you'll be able to get inside the heads of some of our designers and understand some of the challenges we are tackling as we develop the project.

In this post I'd like to talk about something that, while not entirely relevant at this point in development, is something that we're going to have to put a lot of thought into if we want to create a successful sequel to the first Aether experience.

The problem I'm talking about is how we approach dungeon development, and experiences like it, in upcoming versions of Aether II.

As many of you may know, in Aether 1, all of our dungeons were real structures that existed in the world. Once defeated, these structures could not be replayed. As such, they weren't well-suited for multiplayer where many different players would start in the same area. Dungeons in current and previous versions of Aether II solved this multiplayer issue by "instancing" the inner contents of each dungeon - the dungeon essentially existed in a separate dimension just for that party or player. This meant that even if a previous player has defeated that specific dungeon, other new players can still walk up to it and play it.

However, while Aether 1 dungeons didn't provide that same sort of flexibility in multiplayer, they provided a much better sense of these structures actually existing in the game space. Therein lies the problem with the current state of dungeons in Aether II. They act as portal structures to another dimension, but they never give you this sense of amazement that these are real structures in the world. Atmosphere and environmental storytelling are really important focuses for us in the Aether, and when we're posed with a challenge like this we try to take it seriously.

What does this mean for the experience and future development of these dungeons? While it may be easy to say "just make all dungeons generate in the real world!", there are many technical and design challenges that must first be overcome. Making all dungeons generate in the world would simply reintroduce the issues with multiplayer design where it essentially comes down to "first come, first serve"; newer players on older servers are always going to have a hard time enjoying the world when most of the content is already taken from them.

Aside from the design challenges, there's quite a big technical one too. Unlike the Overworld in vanilla Minecraft, there is a huge amount of empty space in the Aether. We don't have the luxury of underground areas to place these massive structures. As a result, it's not easy for our generation code to find a suitable place for these massive dungeons that we've designed. The solution could be to tone down the size of the dungeons, but that would only limit the potential of our future designs.

So where does this lead us? We have a plethora of problems facing us as a design team and with many possible solutions. After some discussion, these are the solutions we're thinking might work for the best:

First, we will be designing a subset of smaller dungeons called "Mini Dungeons". These dungeons will exist and generate in the real world, and aren't instanced. This means that they cannot be replayed in Multiplayer, but they have the benefit of improving the overall atmosphere of the world we're creating. These Mini Dungeons will have less loot and enemies to face.

Second, we'd like to keep the current instanced dungeons we've designed as the "Main Dungeons". These dungeons, of course, will be much larger and are designed for a more multiplayer-focused experience.

Likewise, we'd like to dramatically increase the size of our Main Dungeon entrances, to make them feel more like large structures in the world. No more small little platforms with a totem: we're going to be developing massive vaults with doors that match the size of these massive labyrinths.

And finally, while this isn't necessarily set in stone, we've been playing around with the idea of doing "Missions". These would act like Dungeons that are designed for a Singleplayer experience. While they would work in Multiplayer, they would be limited to one player only - so you couldn't have your party members with you while you enter the Mission. These would be uniquely crafted experiences that have a clear narrative progression, and they will be where most of the larger story pieces are placed in the mod.

While these certainly aren't the only solutions out there, we think they'll do a good job of solving the problem with dungeons. I'd love to hear some of your thoughts below; perhaps someone can think of some better solutions.

For now, thank you for reading and stay tuned!

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Comments

Aya

Seems like a very good idea.

Moon

I like this, personally I have not really enjoyed the whole "instance dungeon style" because it didn't feel right that i could just replay a dungeon over and over while never leaving that island. While I appreciate the concern for multiplayer experiences, I also believe that a big part of the multiplayer experience and minecraft in general, is to explore the world! At the moment, there's no need to explore other islands unless you've managed to exhaust all the resources on the island you are on. I do hope that you could have at least one "main dungeon" in the actual aether so there's more of a reason to explore the majestic expanse that is the aether.

EVDESTROY

I have one question. Will it be more like the Aether I dungeons, or the old 1.5-1.6.2 dungeons in Aether II where you had to right click the door to enter? Just wondering because I remember the dungeons being broken in an older AOS from the original door dungeons.

Dominic Zucchini

Another issue with the current dongeons I've noticed is that there are so many of them that I just become impractical to go very far from spawn. I feel these dongeons should be more rare especially the main ones.

Innovative Game Studios

I love the idea of an entrance going down into the ground, as that feels much more dungeon-like than a platform. As for replaying them, I agree with another commenter here that a big part of a Minecraft experience is the exploration. When a dungeon is defeated, I say that it should remain so. However, they should be pretty well hidden (not a platform sticking up) so that they aren't wiped out within the first week of a multiplayer server reset. At the same time though, resets do happen on every server, so the dungeons being cleared should be a bit less of a focus than the environment and value of each dungeon.

Matthew Smith

I like the idea of being able to crawl a dungeon with my son, but that is not possible in 1.7 AetherII. I also don't understand your point of: "We don't have the luxury of underground areas to place these massive structures." Can't you make a floating island as large as it needs to be to accommodate a massive underground dungeon?

Matthew Smith

One more point. Instead of instanced dungeons, what about a new kind of instanced chest (unbreakable) that is player specific and can only be found in a few special dungeons. That way it would be special for each player (all about the loot), but you could still play with a group. One more thought on this would be to make the difficultly of these special dungeons changeable, so if I have four people on my server, I can up the difficultly. I see Minecraft and all the mods, eventually becoming a kind of D&D kit where a dungeon master can dial up challenges for a group of players.

Matthew Smith

Add VR in a few years or so, and you have a pretty compelling experience, for the players and the dungeon master (server admin).