Cave and Dungeon Visual Themes?

Thursday, April 13, 2023 at 05:32 AM

The Ultima VI underground with each disconnected section outlined.

Outlining the regions of the underground.

What SHOULD the caves and dungeons in Ultima VI look like? Assuming no technical limitations forcing all underground locations to use the same dirt tileset, and given the lore/biome/purpose of different dungeons, etc. what should they look like?

One of the actual built structures in the underground.

One of the actual built structures in the underground.

For Age Of Singularity I want to expand the underground visuals variety in a way that enhances player navigation - for example with unique wall and floor textures, unique flora and landmarks and structures.

 An underground lake.

An underground lake.

For example, the Britain sewers should probably look like, well, sewers. Some of the dungeons should look like dungeons and not just castle interiors, and caves in cold, hot, swampy, or tropical areas should perhaps reflect that in their aesthetics.

The entire undergound including caverns and structures.

The entire undergound including caverns and structures.

I wonder about how much of the other games' lore and aesthetics should be brought in, for example how the dungeons looked in Ultima IX. And I wonder about what kinds of structures, landmarks, and objects would be present.

On the FB UDIC J.S. said:
"I'd only add the potential to think about some of these style from the Gargoyle side of the world. Maybe slowly mix in the Gargoyle iconography and architecture as we "descend". Or from their perspective, mix into Human as we "descend" to Britannia...I did this with the Gargoyle pyramids in the old U4 graphics mod. Ultima IV spoilers:" [Show/Hide]

Here's the original fb UDIC post.

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