Dash Down: A Dungeon Run sidequest
It's been a while since I last posted, and I'll admit that I'm prone to leaving projects unfinished, but I'm committed to seeing this one through.
Decked out was a big inspiration to a friend of mine (if you don't know what that is, I'd really recommend going and finding out) so she decided to start a project of her own. About a year ago she opened it up to us 'Dungeon Run'. The condensed rundown is that there are 3 entrances/exits to a 2 story dungeon that sprawls a 16x16 chunk area filled with spawners and loot barrels, all armour and weapons have curse of vanishing, and there are 3 tiers of compasses to follow in exchange for artefacts that are similar to the ones in decked out.
So I decided I want in on this, I already designed the loot barrel redstone, but I didn't want to let it stop there. So for the past few months, with the help of my wonderful girlfriend, and with authorisation from the creator of D.R., I have been slowly conceptualising and designing a side game 'Dash Down' and I thought I should document some of the effort that's going in to this.
Before I get into what we've been up to I should probably give a quick run down of how our game is going to work. This game is going to be a faster pace maze like sprint. You can trade in coins from the main game for a higher number of coins from this one, and those coins will allow you to pay for time in the dungeon before enderporting you out. It'll have a much smaller footprint but around about 25 layers to play through, each with a different style/theme.
So we're at least a few months into the design process at this point and have done a lot of resource gathering, here are some things I remember working on.
Refining the gameplay elements
Designing the paid enderporter/dungeon entrance system
Conceptualising 'Legendary gear'
Creating a redstone system to dispense legendary gear
Fully designing one of the levels 'Abandoned Mineshaft'
Creating a spreadsheet for legendary gear (that's so large it crashes my phone if I try to open it)
Lots of villager trading
A total overhaul of our trading hall
Grinding a skeleton spawner for days
Lots of afk time at a friends gold farm
Lots of piglin bartering
Making an iron farm
Creating a custom texture for our coins
Modelling the coins in blockbench
Creating a name dependant resource pack with the help of the super talented dragonita-arboth (check out her work if you haven't already)
Creating a ghast farm
Designing loot tables for fair randomised loot
Building a wither skeleton farm
There's probably more than that, that I forgot about. And there's too much for me to go into detail about in this one post. But I'm super excited to work on it, and super excited to talk about it. So if you've read this far, feel free to ask any questions you may have. I'm happy to answer them.












