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?
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.
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.
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:Here's the original fb UDIC post.