title: New Dungeon, a.k.a. ND

New Dungeon, a.k.a. ND - Entry New_Dungeon - TOGoS's Journal

New Dungeon was a first-person dungeon crawler game engine that my dad wrote in the early 1990s, probably starting in 1993.

Before 'New Dungeon' there had been Dungeon, a top-down maze game with primitive 16-color graphics.

Between Dungeon and New Dungeon, we went to the game store at West Town and bought FRUA, which I thought was pretty neat (despite the screwy perspective / "bad graphics") and spent a lot of time horsing around in, though I never made any complete games with it.

I think that FRUA inspired Dad to try and program something similar, though he probably also drew inspiration from Dungeon Master and Eye of the Beholder.

I first became aware of the project when I noticed that Dad was using what looked like the graphics editor he had made for Dungeon tiles to edit a much larger image. I asked what that was about and I think he told me that he was working on a first-person dungeon crawler, like Dungeon Master.

Random thoughts/memories; TODO: flesh out

- at moon beach while dad works on it
  - REDBRICK, ICEBRICK, stair and ladder textures, I think he made,
    and those textures got me PUMPED
- flat walls like FRUA but we always tried to hide the flatness
- walls could have decorations on them
- unlike FRUA, main background texture flipped every step to give illusion of movement
  - I think floor and ceiling were configurable separately?
- Fade-to-black or not was configurable per wall texture

Stuff we made
- My WOLF3D-inspired blue stone and 
  Metrolpolis Zone-inspired 'fast pipes' that I don't think ever actually worked
  (maybe it would have used transporters)
- Green color-cycled arrows like from BTTF, and that dream I had that ended in a control room
- CHANS (a skeleton-chained-to-the-wall texture that Fizz made)
- Doody, Mim, the glass maze that we made at my 10th birthday party
- food fight rooms
- Andy Pohl's almost-monochrome maze of unshaded olive green walls
  with "hand", "head", and "body" variants
  - I was like wtf because it seemed to random, but that was also cool.
  - I copied the style
- My 'marble' wall, a bad imitation of the FRUA wall texture,
  which had an empty, columns-only variant.
  Unlike FRUA, ND didn't support 'overdraw', so it was a little weird.
- My Sonic 2 Chemical Plant-inspired backrounds with the buildings
  drawn at a funky perspective that my dad didn't get
- Sonic 3 Marble Garden Zone-inspired
  planet with its own pastel palette optimized for marbley / granitey walls;
  the thought of a certain shade of pink triggers a vague
  memory/feeling of making this, when the idea of a custom
  palette for a place seemed really neat.
- Think Quick-inspired arrow blocks that I got to kinda-sorta work
  in a funky way, and my dad called it "clever", as in
  "it wasn't designed to do that, but you got it to work"
- Lots of invisible teleporter mazes, designed to make it feel
  like the level had a weird topology

connection with 5th grade 'bungalo' layout project;
the feeling of making this tile-based 'open world' with open sky
and a bunch of little buildings
- 'test levels', where we were just demonstrating some engine feature,
  always seemed the most fun to work on

Connection with that Epic_Island_Exploration_Dream
- I don't think the dream was about ND specifically,

Wanting to make a game where you eventually get a space ship
and can fly off to other places, which I also wanted to do in LW.
- Some inspiration from Ultima, I think

Also wanting to make a game where you would see a comet in the sky,
and if you didn't get to the space ship and leave the planet in time
it would all blow up.
- Similar to having to GTFO fom Air Fortress or Descent levels