Check out the Ocean Floor area connected to Admin Island. It's comparitively small (only 23 rooms), but it does a much better job emulating classic FF directional-based dungeons than the linear based ones that have become standard in RPG inferno. It's also a hell of a lot more difficult to get through- you'll actually have to *gasp* use intelligence to find the end (the NPC, in this case). Imagine how tough this dungeon will be when it's filled with monsters.
Also imagine if we made a series of connected "mega dungeons", acting as interconnected floors. Certain areas could represent staircases, and we could fill the areas with NPCs representing treasure chests... with enough space (and a few extra triggers) we could theoretically make a near exact replica of virtually any Final Fantasy dungeon! Of course, that would require more world map space (which we don't have), and the ability to remove NPC's after a convo (which we also can't do). It's a nice start, though.
Also imagine if we made a series of connected "mega dungeons", acting as interconnected floors. Certain areas could represent staircases, and we could fill the areas with NPCs representing treasure chests... with enough space (and a few extra triggers) we could theoretically make a near exact replica of virtually any Final Fantasy dungeon! Of course, that would require more world map space (which we don't have), and the ability to remove NPC's after a convo (which we also can't do). It's a nice start, though.
but you must have to chat dialogues to make it happen. One telling them that they found a treasure chest with the option *open it* in which you add the trigger "Remove X item". Then they won't e able to get the same item again and again, if they try, the NPC will remove the copy they have and give them a new one. 