The Undying City

A mod adventure for Divinity Original Sin 2

Role: Level Designer, Writer, GAme Designer

The Prince of Dreams is an mod adventure for DOS2 set in the location of one of my Dungeons and Dragons campaigns in my homebrew world. I am writing, building, scripting and setdressing this quest from start to finish.

Solo

Ongoing

Divinity Engine 2

Responsibilities

  • Learning a new game engine: Divinity Engine 2

  • Concepting and researching setting and progression

  • Blocking out the level

  • Creating combat arenas

  • Quest scripting

  • Dialogue scripting and writing

  • Setdressing

Ongoing Project: Work in Progress


About the Undying City


Quest:

Find the Missing Captain!


You are a Prisoner of War in an army camp. The Captain of the camp has recently went into the nearby City Ruins and has not returned. You are given a chance to earn your freedom if you venture into the City and find the Captain!


Dungeon:

Venture into the ruined city!


The ruins of this ancient empire where the Captain is located somewhere hold a mysterious long lost history. Discover what happened to this city and explore within the haunted ruins as you trace the Captain’s steps.


Combat:

Fight the Golems of the City!


Amidst the ruined buildings Reanimated Constructs roam the streets, These Golems, who have gone mad throughout many years, hold the true secrets of the City and its downfall.


Click through the Slideshow Below!

A passion Project


From tabletop to Engine

This adventure first took place at the table where I was acting as Game Master in DnD for one of my homebrew campaigns. When I set myself the task to create a modded level for Divinity Original Sin 2 I realized I wanted to tell one of my own stories with it, so I began to adapt my DnD campaign into the framework of the DOS2 ruleset.

My friends playing my DnD Adventure

Adventure in Mod


A Multifaceted project

The nature of this project required me to delve into many different facets of game development, which I had great fun doing. All of these contributed to the overall direction and goals of the project, which was to deliver a complete experience of progression and narrative within this adventure.

Project Deliverables

Workflow breakdown


Creating a concept based on the original adventure story, including:

  • Layouts and progression node maps

  • Level sketches

  • Reference images for the setting

  • Planning with deliverables and milestones

Concept

Reference board


Taking time to learn and experiment with the engine’s capabilities and limitations, including:

  • Getting familiar with the editor controls

  • Managing assets

  • Learning the Terrain tool

  • Learning the Dialogue editor

  • Learning basic Scripting

Learn Engine

Used assets Gym

Dialogue Editor


Blocking out the level with the basic shapes and functionality, including:

  • Terrain and AI navigation

  • Quest progression

  • Item placements

  • PCs and NPCs

Blockout


Dressing up the level to create an atmospheric setting and immerse the player in the story.

Setdressing



Town Area: Army Camp


Player Experience


  • The player feels like a prisoner kept within the bounds of the camp

  • The player feels they need to prepare for the quest and gather companions and tools for the journey

  • A sense of mystery is felt when seeing the ruins of the city’s remnants


Design Intent


Looking for allies for the dungeon as well as information on it and the Captain the player is driven to explore the entirety of the Camp, talking to different NPCs and looking into crates, gathering gear and allies.


Visual Atmosphere


The look of the place is meant to create an eerie anticipating feeling with a damp, foggy weather, dead, withered vegetation and the introduction of the city’s ancient (ruined) architecture.


Army Camp Layout

Camp showcase screenshots


Dialogue Scripting and Writing

The interactive dialogue of the NPC Guards and Prisoners in the Camp area serve to:

  • Guide players toward the recruitable companions

  • Give context to the story and the setting

  • Create memorable

Dialogue editor

Receiving the Quest from the Officer in the Beginning

Dungeon: Ruined City


Player Experience


  • The player feels curious to investigate the disappearance of the Captain and trace his steps

  • A mystery unveils as the story of the Captain and the City’s downfall are both slowly coming together

  • Dangerous Golems roam the streets, focing the player to evaluate their approach and be careful

  • Exploration is rewarded with loot


Design Intent


While looking for the Captain the player is guided through the City with landmarks, NPCs and loot.

Obstacles and enemies stand in the way of the player with multiple approaches - either quick and dangerous or careful and safe.


Visual Atmosphere


The look of the City is meant to tell the story of its downfall with the environment. Among the ruined buildings and Golems roaming the streets can be seen a City once brimming with life and technology, creating gloomy and tragic feeling.


Player paths

Golden Path


Setdressing

For setdressing the following was used:

  • A combination of game assets that fit the atmosphere and story

  • Terrain Tool to create the visual of a crumbling, flooded city

  • Prefab buildings made by me pasted around the map

  • An atmosphere setting fitting for the story’s tone

Building prefabs

Examples from the city


Combat arenas


Multiple approaches

Player agency and freedom are very important elements of the original DOS2 game and I especially liked the combat scenarios where because of the difficulty of the enemies I had to be careful with which direction I approach from, striving to gain high ground to initiate combat. Based on this inspiration I created combat arenas in the level, including the one broken down below:

Breakdown of combat encounter with 2 possible approaches

The combat encounter in game


Narrative Beat Map


NPCs and landmarks serve to lead the player through the adventure’s story, revealing information about the Captain’s diappearance, the City’s downfall, how those two are connected as well as setting mini-objectives for the player to complete.

Project reflection

Working on this mod taught me a lot about learning a new engine and how to plan scope in relation to what the engine’s limitations are. I learned it is very important to become familiar with the options to create challenges in level design within the engine and experimenting with that before starting to work on the actual project.

I learned a lot about the differences in level design in turn-based RPGs compared to 1st-person shooters or 3rd-person platformers I worked on before. It took some time to understand a player’s psychology while playing DOS2 and how much more intentionality and conscious choice is involved compared to more fast-paced experiences. I had to adapt to that with the level design and create challenges that facilitate player choice a lot more than I did before.

Lastly one of the biggest learnings was how interconnected the player path and the story are and how NPCs and their dialogue can be as strong a guide to the player as visual leashing or landmarks.

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