Dragon’s Lair marks the last zone I’ll be making for quite some time. With the one after it being a zone for a boss battle and already complete. Dragon’s Lair had some special meaning to me as I wanted a zone for the player to battle dragons. It includes a lot of wide-open chambers with a high ceiling that will be filled with dragons later on.
With the kind of fights, this zone will be having it by no means will be a quick one to complete. Someone rushing in here once I work on AI and get some dragons in will have a fast fiery death. It will also market one of the hardest non-boss zones for the player to farm till the end game is worked on far in the future.
I created a central branch that goes up several inclines that has many cavernous rooms forking off from it. With how big the dragons will be in here I choose not to spawn in a bunch of building debris since they would be towering over them and I did not want to create situations for the AI to get stuck or have to get around.
One of the first things I considered was I did not want to go overboard with making this zone too huge right off the bat. I could always add to the landscape layer as I went. These fights are expected to take longer than usual so giving myself too much space to work with at the start could lead to an hour or longer to run zone later on for the player
The entryway into this zone was something I played around with a bit longer than I was expecting to spend. I had a couple of different concepts on how I could do it that would further have an impact on the rest of the zone.
This is one of those zones I did not take many screenshots as I was going along. I had spent far too much time thinking about and redoing the entryway a couple of times. Once I got into my groove I went for it without further interruptions.
With this being a giant cave network I also added in some fog with a deeper blue color to add some coldness and depth to Dragon’s Lair after my first light build. Before that, it was lacking some of the feelings I wanted this zone to have.
While I’m not going to have decaying building structures and a bunch of other things to catch the player's eye scattered throughout the zone. I was also not going to leave things rather dull-looking either. I loaded up a foliage brunch and added in quite a few mushrooms.
I also took the opportunity to add stalactites to the ceiling. I do prefer to have stalagmites as well on the ground. I know the dragons will need quite a lot of space to move around in and did not want to impede their ability to navigate the area later on. That would create too many opportunities for ranged players to get them stuck on something and get easy kills.
Screenshots were taken and content was written by @Enjar. Screenshots are from Unreal Engine 4.
Game roadmap.