The Coming of Sorg: A One Page Dungeon

This study was made along with Pau Ruano and Ariel Valera.

This page will explain the process and decision-making when creating a level based on a One-Page Dungeon, being The Coming of Sorg, designed by Michel Prescott. The aim of the document is to present the reasoning behind the challenges that the player will face, and what we want them to learn or discover when playing the level.

The level will be designed as an action-lite isometric camera adventure game, taking as references The Legend of Zelda: Links Awakening (Nintendo, 2019), Tunic (TUNIC Team, 2022) and Death’s Door (Acid Nerve, 2021), where we control a relic thief that seeks to raid different temples scattered around the world that are protected by sentinels. The temple and sentinels of this level are inspired by Mediterranean and Greek architecture.

Trilemma Adventures: The Coming of Sorg by Michel Prescott (June 1, 2014)

Intrinsic Goals

The intrinsic goal of the level is to advance the progress and story of the game, presenting new challenges, story plots and items for the player to use later on, such as new enemy evolutions or additional tools.

Extrinsic Goals

The extrinsic goal of the level is to make the player feel curiosity when entering the new temple, placing different landmarks away from the critical path that encourage the player to want to know what is in them, making them feel that exploration is rewarded at all times and that they are not wasting their time by straying from the critical path.

Since it is a game focused on exploration, the player should feel rewarded not only with items, but with unique benefits that will help them overcome future combat encounters with greater ease.

Literated Level Summary

After having used a magical teleportation platform, the relic thief appears in the lowest area of the temple with a path in front of her. If she chooses to follow it without deviating, she will face various enemies until she reaches the top of the temple, fighting the High Shield Priest and the relic protectors. After that, she gets the relic and leaves the temple by using her Bracelet of Return*.

If she decides to deviate from the main path, through the different ruins and caves, she can find additional challenges that are rewarded with items, blessings, and additional information to face the high priest at the top of the temple.

*The Bracelet of Return is the first relic that the player obtains in the game, it lets them return to their home base whenever they are  inside a temple. It activates when the player “dies” (taking her to the last checkpoint) or when she collects a new relic (taking her to her base).

Gameplay Level Summary 

The goal of the gameplay is to create a secure environment when the player is exploring. That upon reaching a landmark or when following the critical path, they will encounter challenges in the form of enemies that are rewarded with items or additional information to fight against the high sentinel.

Blueprint of the level

Flowchart

Cadence

Difficulty

The difficulty rises in relation to how far the player progresses through the level, with the pinnacle being the main building at the top of the temple. Enemies are progressively introduced and if you take the optional paths it makes the final battle against the enemy that is the pinnacle easier in difficulty. Thanks to this, the player feels rewarded for having previously explored the surroundings, causing them to think they have made the right decision.

By exploring the level and receiving a reward, they will be more likely to look around in subsequent levels in order to get the optional relics and reduce the challenge of the final enemies in each level. Players that want a harder game, can just go directly to the final enemies without taking these boosts.  

Process and development

We started the process by analysing the original layout, with the intended enemies in their respective areas. After that initial analysis, We decided to go for an original take minus the aesthetics part on the map, taking clues from the original creator.

The Coming of Sorg - Michael Prescott

We made some decisions on the genre, type and camera position, so the initial thoughts on how we had to create the 3D map were pretty straightforward. We found a good tool called “MAST” that helped us to quickly create a first draft, and we decided to make some areas bigger to better accommodate the perspective of the gameplay we wanted.

Then we started searching for some free assets and, after some research, we found a good modular asset pack that matched our desired aesthetics. After that, we placed the encounters, the player, and the camera and started to balance the encounters, creating a difficulty curve.

Constraints

Post Mortem

We had some troubles trying to make the cave of mirrors because of the limitations of the terrain tool from Unity.

Bibliography

Prescott, M. (2022, 18 may). The Coming of Sorg. Trilemma Adventures. http://blog.trilemma.com/2014/06/the-coming-of-sorg.html

Fertile Soil Production. (2020, 27 august). Modular Asset Staging Tool by Keith at Fertile Soil Productions. Itch.Io. https://fertile-soil-productions.itch.io/mast