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DungeonRise: Available and REVEAL!
http://www.worldworksgames.com/forum/viewtopic.php?f=3&t=11438
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Author:  Quijenoth [ 06-18-2012, 01:52 AM ]
Post subject:  Re: DungeonRise: COMPLETE REVEAL!

Gamesmith Denny wrote:
First off, thank you so much for the kind words gang. It was a real pleasure having the chance to think about dungeons again and how to approach that with some freshness. I have to admit, its pretty satisfying to finally get a product out there that I think (hopefully) matches what many tabletop players have had in their heads for so many years.

I really hope people enjoy these as much as I enjoyed making them!

Quijenoth wrote:
I know its probably a limitation on the medium but was wondering how to emulate all those beautiful dungeons I have in many D&D modules with these? you know, 5ft and 10 ft corridors, etc.


A lot of time was spent in early development prototyping the tight corridor issue. TerraClips uses a "clean modularity" standard so that you can design a 3D, multi-level layout that cleanly links back into itself. To accommodate 5' or 10' corridors within that construct is basically a gigantic puzzle full of dozens of unique pieces (both floors and walls). Not impossible mind you, just really extensive and impractical (nearly a release in and of itself).

In the short term some have already mentioned creative solutions. For the most part, due to the impractical nature of tight corridors in a 3D walled environment, we often recommend a simple upscale of tighter corridor sections (to accommodate chubby fingers and giant swords). Another simple solution might be to add freefloating strips or overlays which tighten existing corridors in a fog-of war kind of way.

If the support was there, a 5'/10' expansion pack could technically be developed but its definitely its own thing due to the extensive content required to make it work.


Thanks for the reply Denny. People have shown me here and in other threads that with a little bit of imagination almost anything is possible with these sets. I dont think I'm likely to "kitbash" them since obtaining sets here in the UK has been a little difficult (currently I only have 1 box of each sewer/buildings/streets and 2 boxes of clips. It fits my small play area for now but we are planning on expanding the dining room into a kitchen/dinner with an 8-10 seater table sometime this year :)

As for supporting 5'/10' corridors I would have to say "count me in!" and I would certainly buy them as a stand alone product.

Author:  badula [ 06-18-2012, 03:59 AM ]
Post subject:  Re: DungeonRise: COMPLETE REVEAL!

Quijenoth wrote:
Gamesmith Denny wrote:
First off, thank you so much for the kind words gang. It was a real pleasure having the chance to think about dungeons again and how to approach that with some freshness. I have to admit, its pretty satisfying to finally get a product out there that I think (hopefully) matches what many tabletop players have had in their heads for so many years.

I really hope people enjoy these as much as I enjoyed making them!

Quijenoth wrote:
I know its probably a limitation on the medium but was wondering how to emulate all those beautiful dungeons I have in many D&D modules with these? you know, 5ft and 10 ft corridors, etc.


A lot of time was spent in early development prototyping the tight corridor issue. TerraClips uses a "clean modularity" standard so that you can design a 3D, multi-level layout that cleanly links back into itself. To accommodate 5' or 10' corridors within that construct is basically a gigantic puzzle full of dozens of unique pieces (both floors and walls). Not impossible mind you, just really extensive and impractical (nearly a release in and of itself).

In the short term some have already mentioned creative solutions. For the most part, due to the impractical nature of tight corridors in a 3D walled environment, we often recommend a simple upscale of tighter corridor sections (to accommodate chubby fingers and giant swords). Another simple solution might be to add freefloating strips or overlays which tighten existing corridors in a fog-of war kind of way.

If the support was there, a 5'/10' expansion pack could technically be developed but its definitely its own thing due to the extensive content required to make it work.


Thanks for the reply Denny. People have shown me here and in other threads that with a little bit of imagination almost anything is possible with these sets. I dont think I'm likely to "kitbash" them since obtaining sets here in the UK has been a little difficult (currently I only have 1 box of each sewer/buildings/streets and 2 boxes of clips. It fits my small play area for now but we are planning on expanding the dining room into a kitchen/dinner with an 8-10 seater table sometime this year :)

As for supporting 5'/10' corridors I would have to say "count me in!" and I would certainly buy them as a stand alone product.



have you checked maelstromgames?


i'd also buy a 5/10 inches corridor set! i'd say with a graphic compatible with dungeon on buildings for sure (stone and wood)


definetly a dungeon builder program

Author:  Roberto67 [ 06-18-2012, 04:26 AM ]
Post subject:  Re: DungeonRise: COMPLETE REVEAL!

Great dungeons and good to use with Warhammer Quest. I'll buy them in august.

Author:  Petershergalis [ 06-25-2012, 07:49 PM ]
Post subject:  Re: DungeonRise: COMPLETE REVEAL!

OK these are absolutely Fabulous! :ymapplause:

Yes, After already purchasing more than a dozen of the previous boxes, I admit I'll have to find some room on my 3' by 12' table for at least one of each of these. ;)

Let me see, I can replace my dungeon tower with the prison box and I can probably replace a portion of my outdoor terrain with the other 2 boxes. I hope you don't run out of boxes before I figure out how many more I may have to buy. :-s

Author:  mrken [ 06-26-2012, 04:56 AM ]
Post subject:  Re: DungeonRise: COMPLETE REVEAL!

They can print more. Right? You can print more?

Author:  JDKenada [ 06-26-2012, 07:40 PM ]
Post subject:  Re: DungeonRise: COMPLETE REVEAL!

While I don't expect a concrete answer, I do hope the few release dates that estimate the end of August are incorrect. :(

Author:  Zenguy [ 06-26-2012, 07:59 PM ]
Post subject:  Re: DungeonRise: COMPLETE REVEAL!

JDKenada wrote:
While I don't expect a concrete answer, I do hope the few release dates that estimate the end of August are incorrect. :(

Is there a question there? Or were indicating healthy impatience ("We wants it. We wants it now!")?
- Just not sure which you meant.

Author:  JDKenada [ 06-27-2012, 09:10 AM ]
Post subject:  Re: DungeonRise: COMPLETE REVEAL!

Zenguy wrote:
JDKenada wrote:
While I don't expect a concrete answer, I do hope the few release dates that estimate the end of August are incorrect. :(

Is there a question there? Or were indicating healthy impatience ("We wants it. We wants it now!")?
- Just not sure which you meant.


Wishful thinking that came out horribly. That's what I get for typing while on the phone.

I'm on holidays from Aug 3-26 so I'm just selfishly hoping to get them earlier during that time so that I can enjoy them for a bit while I'm off. That and the Pathfinder minis come out during that time as well (which a friend is picking up). To be able to do a wicked dungeon adventure before we go back would be just too sweet for words.

Author:  yosefbender [ 08-08-2012, 09:11 PM ]
Post subject:  Re: DungeonRise: COMPLETE REVEAL!

hulkster wrote:
soooo....um.....dang! these look sweet. I have a couple of questions however. I'm assuming you've done play testing with various table top games and such? I'm just thinking about my D&D group and the whole "fog of war" type thing. How would you go about slowly revealing the dungeon if it's stacked all on top of each other like this? I'm not saying it's a negative thing, I'm just curious how you would recommend doing it?


the way I've done it is to have encountered scenes behind me covered with black cloth, with all the prompts and any encounter monsters that they immediately see. The players are around the table with an elevated stage , the stage usually has a flat tile battle map style, for outdoor and city scenes, if it's a dungeon I usually have a couple hallways and intersections, not laid out according to my map, but like set stages in a movie studio when the players going down a hall encounter a juncture I just I tell the players to move their miniatures over to a that cross-section they make their turn and then go back to the straight hallway, then if there's a door I placed the door in that one hallway at its appropriate place. That way they don't meta game and know what's ahead, and I don't have a gigantic set that won't fit on the table. but when I get to the encounter I reach behind my table and pull out the encounter scene, which might be the other side of that door in the hallway. If you think like Hollywood does in making movies it actually is much more exciting for the players then a giant grant set. I also like to do a lot of sets with one wall open to the players slightly elevated so that it's closer to the players eye level, the imagination can get more captured at this view then a Birdseye view.

Author:  Petershergalis [ 08-14-2012, 07:51 AM ]
Post subject:  Re: DungeonRise: COMPLETE REVEAL!

yosefbender wrote:
hulkster wrote:
soooo....um.....dang! these look sweet. I have a couple of questions however. I'm assuming you've done play testing with various table top games and such? I'm just thinking about my D&D group and the whole "fog of war" type thing. How would you go about slowly revealing the dungeon if it's stacked all on top of each other like this? I'm not saying it's a negative thing, I'm just curious how you would recommend doing it?


the way I've done it is to have encountered scenes behind me covered with black cloth, with all the prompts and any encounter monsters that they immediately see. The players are around the table with an elevated stage , the stage usually has a flat tile battle map style, for outdoor and city scenes, if it's a dungeon I usually have a couple hallways and intersections, not laid out according to my map, but like set stages in a movie studio when the players going down a hall encounter a juncture I just I tell the players to move their miniatures over to a that cross-section they make their turn and then go back to the straight hallway, then if there's a door I placed the door in that one hallway at its appropriate place. That way they don't meta game and know what's ahead, and I don't have a gigantic set that won't fit on the table. but when I get to the encounter I reach behind my table and pull out the encounter scene, which might be the other side of that door in the hallway. If you think like Hollywood does in making movies it actually is much more exciting for the players then a giant grant set. I also like to do a lot of sets with one wall open to the players slightly elevated so that it's closer to the players eye level, the imagination can get more captured at this view then a Birdseye view.


Absolutely an excellant idea! This also sounds like a more economical method in both cost and space and a great idea when you have to be mobile for games on the road.

Unfortunately, I couldn't resist the giant set myself and therefore moved my giant set to the garage for the necessary space requirements. Since all my walls are already constructed, the contents of each room or passageway remain empty and are also hidden on a table behind me until a player moves into line of sight. At that point I move the appropriate props and npcs into the location and allow the players to react. Although, the players might know the routes, the rooms and passages remain ever changing and the contents remain unknown.

Hopefully everyone can come up with some variation that works for them.

Author:  elstiko [ 08-14-2012, 09:15 PM ]
Post subject:  Re: DungeonRise: COMPLETE REVEAL!

With GenCon only days away, I can't help but think the team at WWG might be disappointed they don't have any on-hand to sell this weekend...

My pre-order has been in place for a month now...can't wait to hear when they'll start shipping!

:ymparty:

Author:  robby [ 08-18-2012, 06:58 PM ]
Post subject:  Re: DungeonRise: COMPLETE REVEAL!

I'm looking forward to the actual release of these. I think I got 6/3/3 of Streets/Buildings/Sewers, and I'll probably get somewhere in the same neighborhood of these sets. They're gorgeous.

Any word on when they actually hit the streets?

Author:  Zaukrie [ 08-20-2012, 12:46 PM ]
Post subject:  Re: DungeonRise: COMPLETE REVEAL!

I thought they were to come out last week or so, are they out yet?

Author:  Zaukrie [ 08-25-2012, 09:55 AM ]
Post subject:  Re: DungeonRise: COMPLETE REVEAL!

Well, I have them. They look beautiful. Not sure how all the pieces go together yet....for the new type pieces.

Author:  robby [ 08-26-2012, 05:03 AM ]
Post subject:  Re: DungeonRise: COMPLETE REVEAL!

Where did you get them? GenCon?

Author:  Zaukrie [ 08-26-2012, 06:17 PM ]
Post subject:  Re: DungeonRise: COMPLETE REVEAL!

One of my players got them at Gen Con, yes.

They look amazing. On first glance, I'd want two sets of the non-prison set, and only one prison set....but one of each to start is good enough for sure.

Love the angled floors and walls. Love the ruins look.

I'll try to build some stuff in the next week or so (pretty busy this next week) and post it.

Author:  Zaukrie [ 08-28-2012, 06:10 PM ]
Post subject:  Re: DungeonRise: COMPLETE REVEAL!

Not sure how the stairs and big wall works in the, um punched it out not sure which set....

The 4 inch tall walls with the slots, that came with the stairs....not sure how that goes together for some reason.

Also, the circular stair, I think I had it right, then changed it to wrong, gotta stair at that picture some more. The instructions were helpful, but the one thing in life I cannot do is picture a 2D picture in 3D and rotate stuff....so I know the instructions are good enough for most...

Author:  Petershergalis [ 09-04-2012, 09:29 AM ]
Post subject:  Re: DungeonRise: COMPLETE REVEAL!

According to UPS tracking my sets should arrive in 2 more days. :D

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