Make a Neptunia Dungeon

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Alice Twilight
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Make a Neptunia Dungeon

Postby Alice Twilight » Wed Feb 18, 2015 2:16 am

This series is a parody of video games and the industry right? But I don't see a whole lot of that outside of cutscenes, characters and a select few enemies. The infamous Factory Dungeon (That I hear is from a PS2 game) and the field level could do with some things that look video gamey.

So, let's think of some ideas that can go into dungeons that look like they fit in Gamindustri.
Thought of one last night.

Mario Esque Dungeon (Doing a rough sketch of this will post if this thread kicks off)
Makes full use of the Jumping Mechanic, players can jump over pits that would otherwise lead them to a pit with an Enemy forcing you into an encounter or a treasure, a bit of a risk reward thing going on, wanna jump in and see what you get? It's up to you. Players can escape using a ladder. This is this dungeons main gimmick not too fancy. The scenery would look like the first stage of the first Mario game familiar colored blocks is the floor you walk on. Place is scattered with non plagiarizing blocks to hit that will release credits good way to grind money early on. The pit scenery looks like the underground levels, dark with a purple theme going on. Pipes will be scattered around the levels too, some of them are enemies like the ones we see today in Neptunia games. The level will be Small - Medium in size and be quite linear referencing how straight forward World 1-1 is. End of the level will have the player exiting out of a Planeptune like spire texture on the wall mimicking the castle you walk in in Mario.

Got any ideas for dungeons?

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Re: Make a Neptunia Dungeon

Postby xnobody13 » Wed Feb 18, 2015 3:31 am

Huh. Well, here we go. This idea probably doesn't even mesh with the actual laws in the series, but oh well. Sorry if tl;dr material.

Neptune's Mind:

Plot behind it (if even needed to begin with): I don't know, a similar setup to Neptune being poisoned from the first game? Something happens to her, and thus she is put into a comatose-like slumber. The only way to wake her up, naturally, is to go into her head and turn her brain back on.

Now naturally, going into the head of a crazy woman like her is never a good idea, but if it has to be done, then well, shit.

Design - This dungeon will incorporate three floors, with multiple paths to each floor laid out throughout the layout. Each one has a different type of "gimmick" that the player must overcome. The theme for each floor is not singular, meaning there are multiple inspirations for each one. These layouts are:

Floor 1: This floor is very abstract, having no boundaries at any point. If the player climbs too high or too low (while still on platforms granted. More on that later), they will simply continue to loop the dungeon floor endlessly. A lot of the dungeon involves bouncing on giant pudding dishes, and landing on gigantic, golden rings. There are also plenty of loop-de-loops around the dungeon, which the player could ride upon with the aid of a speed pad. Most of the enemies are weird hedgehog-like creatures, gigantic man-turned-beasts, weird kids who want to play some "roshambo" unto death, and strange creatures with giant eggs. If the player falls off the platforms and can't land in three seconds, they will lose health and be brought back to the beginning, or to a checkpoint if the player passed a star-post along the pathways.

Floor 2: Compared to the first one, the second floor is more grounded in reality, though it still has a little oddity. Taking place in some strange, futuristic wonderland, The player must climb a gigantic tower full of technology and nature in order to reach the ending, which appears to be a big portal in the clouds. For some reason, traveling to floor 1 in order to accomplish this is needed. For some reason, this floor changes the battle style somewhat. If this game plays like the majority of the other titles, then the battle becomes more turn-based and classic, looking like a certain RPG series on the Mega Drive/Genesis. The dungeon uses the treasure seeking ability quite well, as it is needed to find hidden paths, though using it in wrong locations could hurt the player horribly. Enemies here include fauna that have grown to be horrendous monsters, giant helicopters and strange people in jetpacks, and fighters that look hilariously polygonal. If the player falls off a cliff, they will be brought to the beginning. No checkpoints. I can be cruel, no?

Floor 3: Unlike the other two, floor three is a rather beautiful landscape of green fields and blue ponds scattered throughout. Looking like it came straight from a watercolor painting, everything looks pristine, even with an apparent war going on. The player has to find three supply boxes around the area, while at the same time dodging missiles from the air, which will hurt the player significantly. Unfortunately, the land does have cliffs for whatever reason, so the player must watch their step. Some of the boxes can only be found by traveling through the other floors again first (different areas, of course) Once the boxes are found, the player can enter the gigantic, academy building in the western corner, where Neptune slumbers. Enemies here include tanks with foot soldiers heavily clad in armor, yakuza-like members who pack a mean punch, Pop Divas that appear holographic, maidens in shrine gowns with katanas in hand, and jesters who appear very dreamlike. A secret boss is here too, dubbed "The Beastrider with the Golden Ax-thing." Falling off a cliff will bring you to a jail cell, where you must break free to continue.

Boss Floor: The boss is Neptune locked away in a gigantic suit of armor. She's equipped with a lot of dangerous weapons, and she can use plenty of attacks to completely decimate you. Some of her attacks include using a light gun to take you out (only stopped by the message "Reload - Shoot outside of the screen!"), Sending tons of racing vehicles to crush you, Sending her "Stars that are good with guns" to shoot you down, and sending an actual star down to grab you and smash you to pieces (this could be a one-hit kill). She is tough to beat, and may require the player to change their battle formation in order to guarantee survival.

Bonus floor: This floor can only be reached if the player falls through a red ring while falling off any cliff on any floor. If they succeed, they are brought to a dark and cold labyrinth. The player must navigate the randomly generated floor while gigantic Neptune's chase the player. If they catch the player, it's game over. 8 times out of 10, the game will for some reason boot the player back to the main menu intentionally, so save often prior to falling here. There are some rare items to be collected, and a trophy is obtained if the player manages to escape in under 30 seconds.

Conditions for entering the dungeon: Player cannot have Neptune in their party.
Spoiler:
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Re: Make a Neptunia Dungeon

Postby Porecomesis » Wed Feb 18, 2015 4:34 am

xnobody13 wrote:Floor 2: ... The dungeon uses the treasure seeking ability quite well, as it is needed to find hidden paths, though using it in wrong locations could hurt the player horribly.

Well, I don't see how anyone's going to top this. That is a great way to diversify an already existing ability.

As for the rest of the dungeon, it's VERY annoying and that bonus dungeon booting you to the main menu is a colossal bitch. Really unfair and just annoying.

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Re: Make a Neptunia Dungeon

Postby xnobody13 » Wed Feb 18, 2015 6:32 am

Porecomesis wrote:
xnobody13 wrote:Floor 2: ... The dungeon uses the treasure seeking ability quite well, as it is needed to find hidden paths, though using it in wrong locations could hurt the player horribly.

Well, I don't see how anyone's going to top this. That is a great way to diversify an already existing ability.

As for the rest of the dungeon, it's VERY annoying and that bonus dungeon booting you to the main menu is a colossal bitch. Really unfair and just annoying.


Forgive me. I just couldn't imagine Neptune's mind being a fair place
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Re: Make a Neptunia Dungeon

Postby xnobody13 » Wed Feb 18, 2015 3:36 pm

It hasn't even been a day, and already I have another idea. Here we go again. Spoilering due to length.

The Haunted Clocktower

Spoiler:
Story behind it: In a strange twist of fate, both Linda and Histoire have been kidnapped by unknown adversaries. The group finds that she is located within an abandoned clocktower in Old Planeptune (more on that in a future post). Scared out of their minds, Neptune reassures them all that there is nothing to be afraid of; the villains may be freaky, but they aren't paranormal at least (citation needed). Little did they know that they were entering a dungeon crafted by Xnobody13...

Design: A rather big, decrepit tower with gears on the top floor, once being used to operate a clock. Though there are more than three floors (not including the boss), the dungeon will only be laid out as such to avoid monotony. Being abandoned, the clocktower is littered with debris and stored items, making traveling difficult. Light is also difficult, and if the game allows me, you have to keep a light source going in order to see.

Being in a clock tower that's abandoned and creepy...well, you can already guess the genre this is going for. Especially with all of the hiding spots and creepy monsters and a deranged kid with scissors that doesn't seem to be in cahoots with the villains...

Floor 1-3: The cleanest three floors you will ever see, and that's not saying much. Looking more like an old mansion, the lighting barely existing. There are a lot of lockers to hide in, so make use of them if you want to avoid encounters with the enemies and...well, the weird kid. You see, starting as early as the first floor, the kid will began to walk around, as evident by the orchestratic music kicking up. He can go anywhere, and he will check hiding spots often, so the player must think quickly. All three floors have a valve the player must turn, as for some reason, a gas leak is preventing the player from climbing higher. Monsters are simply generic beasts like spiders and wolves. If the player gets spotted by the kid, THEY SHOULD NOT CONFRONT HIM. Simply run and hide, for he will kill you quickly, forcing you to start back at the last save. and you do not want that.

Floor 4-6: These floors are more stage-like, with tiny lanterns hanging about. You can light them all for better visibility, though they will make monsters come towards you if you are standing under it. Also, the player could accidentally hit the lanterns, causing them to fall and thus light parts of the floor on fire. Don't let that happen. The floor is packed with boxes and broken wood littered about, making traveling difficult, as well as running from the deranged kid. In order to escape, the player must locate a randomly placed fire extinguisher, which would be used to blow out some enchanted flames blocking floor 7. Enemies are now more human-like, and appear to be far more strategic.

On Floor 5, the player will fall through the ground, entering a normally inaccessible area on floor 4. Once they land, they must run for it, as the deranged kid will be right behind them.

Floor 7-8: These floors are completely messed up, with holes everywhere, making the player fall down, stunning them for a few seconds. These floors are the hardest to run through, as it is essentially a maze. Perfect for a deranged kid, no? Being that running is almost impossible, the player can throw a lot of objects at the kid, stunning him and allowing the party to escape. The player must find two ladders and tape, in order to make a makeshift bridge to cross a gap separating you and the stairs to floor 9. Enemies are far more demonic looking on this floor.

If the player wants to, they can actually confront the kid now and engage in battle. This will be a tough fight, however, considering your level at the time and the fact that he will trick you very quickly. If the player finishes the dungeon, this encounter is lost forever, so decide wisely. He gives good exp, and even a rare item!

Boss Floor?: Weird, I was expecting a boss! Well, thanks to the high difficulty of the dungeon, there actually isn't a boss. Instead, the player finds that Histoire and Linda are not there anymore. The only thing that's left is a note by the villlain, saying to ring the bell 3 times. Pulling the string here will cause the bell to, what do you expect, ring. Doing this three times will cause a firework to be launched, heading towards a mountain in the distance.

If the kid was not defeated, he breaks into this room. His sudden attack forces the characters to climb out and hang from the hands of the clock. All hope seems lost until a strange visitor saves them. If he is defeated, the player will merely see the visitor and get surrounded by a bright light, teleported to an unknown location.
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Re: Make a Neptunia Dungeon

Postby Alice Twilight » Wed Feb 18, 2015 4:11 pm

Holy moley I was thinking about a spooky level being reminiscent of Castlevania/Ghosts and Goblins but that's just as good.

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Re: Make a Neptunia Dungeon

Postby Porecomesis » Wed Feb 18, 2015 4:20 pm

xnobody13 wrote:[...] a deranged kid with scissors that doesn't seem to be in cahoots with the villains... [...] If the player gets spotted by the kid, THEY SHOULD NOT CONFRONT HIM. Simply run and hide, for he will kill you quickly, forcing you to start back at the last save. and you do not want that.

How can he be any more dangerous than Cave, who not only has scissors but also a crapton of lasers, fireball missiles, and hurricane grenades?

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Re: Make a Neptunia Dungeon

Postby xnobody13 » Wed Feb 18, 2015 4:25 pm

Porecomesis wrote:
xnobody13 wrote:[...] a deranged kid with scissors that doesn't seem to be in cahoots with the villains... [...] If the player gets spotted by the kid, THEY SHOULD NOT CONFRONT HIM. Simply run and hide, for he will kill you quickly, forcing you to start back at the last save. and you do not want that.

How can he be any more dangerous than Cave, who not only has scissors but also a crapton of lasers, fireball missiles, and hurricane grenades?


Well, she isn't insane, for one. She can fight, no doubt, but he just isn't a target worth fighting unless you really think you can win. Besides, fighting a demonic child that just doesn't fit the mold of other monsters may make anybody, including the stoic Cave, run before fighting.
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Re: Make a Neptunia Dungeon

Postby xnobody13 » Tue Mar 03, 2015 6:08 am

All right, this idea came into my head the other day, and I guess I should post it before it leaves the world forever. Sorry for the rush job ahead, and spoilered due to length

The Unnamed Mountain

Spoiler:
Story behind it: Continuing off of the Haunted Clocktower Dungeon, either our heroes are lead to it, or are teleported there by an unknown source. They start off within a rock-like gorge, with a waterfall blocking their path. On one of the rocks is a message: "LINDA + HISTORRRIE R N MI POCESION! TURN BAC OR DI!" Though telling them to leave, the arrow points through the waterfall, telling them to continue. They observe the surroundings and eventually see what appears to be a tiny speck of light high on the mountainside. Thinking that this could be a lead, the group decides to traverse the mountain of which has no name...

Design: Since the plot is still during the night hour, the only lights helping the player are the moon high above, and tiny little candles that seem to be there in order to mock the characters. The level itself is a gigantic map, filled with hills, ledges, caves, lakes, rivers, and forgotten buildings, along with thousands of trees and tall grass in order to both aid and hinder the player's movements. There are also cliffs that can end the player, so watching your step is a must. Contraptions such as catapults and cannons litter the mountain, which the player can use whenever possible.

Due to the unknown nature of the Mountain, the bodies of humongous giants are seen lifeless from time to time; the vegetation has begun to take over their former vessels of life. Monsters are what appear to be simple critters of the forest, along with mystical beings such as fairies and even centaurs. However, should they get infected with a strange virus, they will turn into abominations not seen since H.P. Lovecraft.

The genre of this dungeon, perhaps to go along with the theme of the last one, will also be a horror-laden level, though fantasy is added into the mix this time.

Floor 1: Technically, there's only one floor in this dungeon, as the whole place is constituted as one floor. It will be the biggest map in the entire game, taking the player perhaps 10 minutes to go from one side to the other. Nearly 60 types of enemies will be fighting here, with rare bosses including dragons, giant Green Dogoos, and a bizarre Rhinoceros creature with spikes all over its body.

However, the monsters have a trait that will either freak the player out, or piss them off, and I am not talking about that virus feature. Due to the darkness, a lot of the monsters are already hard to see, but some make things even more difficult by hiding away in bushes or other dark areas. When the player walks by, they will jump out and get the advantage of the battle. In order to detect them, the treasure seeking ability can be used to detect their presence, and the player can either avoid them altogether, or use an item such as a rock or even a cannon to lure them out. I might even make a really hard trophy to not get jumped during your time here, just to piss people off.

This dungeon, like the others, has a few puzzles that must be solved. The first one, naturally, is to somehow impede the waterfall to head into the cave, which will require putting a gate down to keep the water from rushing on, or at least slow it down to a good level. This objective will make the player navigate an abandoned building, fighting their way through as they hit a switch nearly obscured by a dead giant.

The second puzzle involves the player finding blue rocks in order to create a symbol on the ground (as indicated by the sign: "MAKE ME A CIRCL OU OF ROCS OR UR FRIENDZ DI!"). There are ten in the world, though only 6 are really needed, for reasons Neptune tries to explain, but ultimately fails at. The final four can be found by defeating some bosses in the stage, which could give the player a rare weapon upon making the full circle. Once the symbol is made, a beam of light shoots towards a dead giant on the side of the mountain, lying on top of a device.

The third and last puzzle involves moving the giant out of the way via the usage of a big pillar machine. The puzzle merely involves actually getting up to this device, as it sits high above the rest of the world. This part requires the player to navigate abandoned caverns, run across rapid rivers, and eventually find a hidden path near a beautiful lake. climbing this path, the player must sacrifice a member of the party to man the machine, while the rest stand by and defend them, as the rotors of the machine attract a lot of angry monsters.

Once the machine is used, the pillar smacks the dead giant off of the mountainside, freeing the device. Climbing down, the device is utilized, creating a gigantic staircase suddenly that leads to the speck of light.

There will be safety measures during this dungeon to prevent the player from sequence skipping. There is no boss for this dungeon, as it involves a lot of exploration. It is more of a bridge point, honestly, and with all of the monsters and traps, you'll probably be too tired to fight a freaking boss.
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