Donjon 16

Share:
by zephram

Download disabled

The designer of this FontStruction has chosen not to make it available for download from this website by choosing an “All Rights Reserved" license.

Please respect their decision and desist from requesting license changes in the comments.

If you would like to use the FontStruction for a specific project, you may be able to contact the designer directly about obtaining a license.

Donjon16: My take on a dungeon font. Create your layout with A-Z, move the caret to right after the room you want to edit, then type the letter for a trap, monster, and/or object and it will appear in that room. You can stack multiple smaller creatures or objects inside a room.

When one room's opening runs into another's wall, it makes a distinctive notch in the wall. I consider these to be closed or secret doors, but your design doesn't have to have them. :^)

Only the smaller monsters/items can fit into the corridors. However, you can fit up to three of the smaller monsters into a single corridor (5 if you use the 4-way corridor)!

This was actually designed to make minimap graphics for one of my games, and derives some inspiration from the maps in early Zelda games (The Legend of Zelda, The Adventure of Link, Link's Awakening, Link to the Past, etc.).

•: • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : 

- ROOMS & MAP SYMBOLS -

ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕ = floor number markers (B7 to F16)

×ØÙÚ = compass markers (North, East, West, South)

ABCDEFGHIJKLMNOP = 16x16 rooms

RSTUVW = corridors

space bar = empty voids

•: • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : 

- PLACEABLE THINGS -

(These all have a negative spacing, so they must be typed AFTER the room you want to put them in.)

X = teleporter or Magic Stone

YZ = stairs up/down (They take up the entire room)

0123456789 = traps & hazards - spike trap, pit trap, ice trap, trapdoor trap, teleport trap, arrow/dart trap, etc. (They can overlap monsters; use some discretion)

abcde,fghij,klmn = small monsters - kobolds/goblins, humanoids/skeletons, slimes (They appear in a cross or X shaped grid, max 5 per room, 9 if you use them together)

opqr,stuv = medium monsters - skulls, bats/imps (They appear in corners, max 4 per room)

wxyz = big monsters - knight, dragon, serpent, big skull (They take up the entire room)

!@#$%^&*()[]{}\|<>?/:';" = equipment - weapons, armor, potions, maps/scrolls, runes, compass, and more (Usually takes up a whole room)

`~_=-+ = gold, gems, key, chests (Usually takes up a whole room)

àáâãäåæçèéêëìíîïðñòóôõö÷ = special characters (NOT YET IMPLEMENTED) 

•: • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : 

- TIPS -

Make the dungeon layout first, THEN start adding things to it.

Better to have a treasure vault guarded by monsters in the next room than to try to cram them all into the same room. The same holds true with many traps.

If you use the floor number markers, you can have up to 23 floors in all - 7 below-ground and 16 above-ground.

•: • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : • : 

Info: Created on 14th April 2018 . Last edited on Fri, 21st June.
License Creative Commons
Categories:
  • -
Sets:
Tags:
Fave Tags:
  • -

2 Comments

prototype dungeon (color added)

Comment by zephram 15th April 2018

Monochrome sample with lots of dungeon features.

Comment by zephram 16th April 2018

Also of Interest

More from the Gallery

Novus Graecorumby zephram
Pixel Flamesby zephram
Bulwarxby zephram
Chisatoby zephram
zwire blk eYe/FSby elmoyenique
Stretcherby four
geometric scriptby ben17
RetroPixelby four

From the Blog

News

New Bricks: Square Connectors

News

The Video Game Font Preservation Society

News

FontStruct goes open source!

News

New Bricks: Half Arcs