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| Dragonshard
July Developer Chat Log |
WarCry: Hi everyone
and welcome!
WarCry: Tonight we have the please of meeting
a few of the developers of the new Real Time Stategy Game Dragonshard.
WarCry: Remember if you have any questions
please send them to [QT]QuestionTaker.
Liquid_Dev: Hi, this is Lead Designer Jasen
Torres, Designer Charley Price, and Lead Programmer Ben Newell.
WarCry: Eint: Many RTS games focus on micro-management.
While this is enjoyable to some degree, it commonly becomes far
too tedious. How is micro management being handled with Dragonshard?
Liquid_Dev: Jasen: We try to focus on the
elements of the game where micro-management would be fun. For Dragonshard
we felt most of these elements were in combat.
Liquid_Dev: Charley: In addition we've tried
to make as many abilities "auto-castable", to simplify
the process wherever the player doesn't want to micromanage.
Liquid_Dev: Charley: We also have an autoformation
system that promotes effective pathing both in combat and without.
Liquid_Dev: Ben: There are also interface
tweaks to simplify the process of giving orders wherever possible.
Things like control-clicking on a unit ability to use that ability
with the units current target to speed up play.
WarCry: Orson: Was the D&D world constrictive?
Did you ever want to do something you just COULDN'T do?
Liquid_Dev: Jasen: The DND world is pretty
vast, so it's not too constrictive in terms of gameworld. There
are many templates, monsters, and items to choose from. The only
times we couldn't do something that we wanted to do was when there
was an existing DND choice that fit better, since it was in the
DND world.
WarCry: Soriagh: Are there any plans for
Dragonshard to support any player made maps, moding abilities or
perhaps implement an engine for the community to create new adventures?
Liquid_Dev: Charley: We have a robust map
editor that will allow the creation of multiplayer maps including
traps, monster spawns, and treasures. This will likely be released
after the game is finished so we can give it that extra touch of
polish and maximize user accessibility.
Liquid_Dev: Jasen: Ultimately the release
date is up to Atari.
WarCry: Sokaku: Knowing that there are different
playable races, what are the advantages and disadvantages of each
of them?
Liquid_Dev: Jasen: There are some obvious
race related abilities such as the warforged having immunity to
poison. There are also subtle race related differences such as the
lizard folk are tougher while the umbragen are more slight in approach
and adept with magic and special abilities.
Liquid_Dev: Charley: In addition, each side
has a unique monument that can lead to different playstyles and
strategies. The order has a monument that can decrease unit training
time, the lizardfolk have a monument that increases movement speed,
and the umbragen have a monument that grants invisibility.
Liquid_Dev: Charley: As such, each of these
monuments can promote drastically different styles of play.
WarCry: Eint: What is probably the most notable
aspect or feature that sets Dragonshard apart from the large pack
of RTS games?
Liquid_Dev: Jasen: Well, if I had to pick
one, I would say it's the underworld. The underworld has so many
unique experiences to any RTS game including traps, treasure, finding
unique items, encountering epic monsters, and finding new routes
to your enemy's base. What do you think, Charley?
Liquid_Dev: Charley: I would have to say
either the flattened tech tree, which allows you to create the party
of your choosing right off the bat without having to memorize a
complex tech tree, or the overall RPG-ness, particularly in single
player, which we think will appeal to both fans of traditional RTSes
and popular RPG's as well.
Liquid_Dev: Ben: The part that I'm seeing
consistently interesting in our game is how much it promotes teamwork.
I think cooperative multiplayer games will be more popular with
this game than any other RTS to date, largely because of the underworld
aspect.
WarCry: DelmarWynn: What lead you to chose
having a split hunting ground? IE the use of underground for gold
and adventuring and the above ground for the main battle?
Liquid_Dev: Charley: Having both layers allowed
us to get the best of both RTS and RPG games. Above ground you have
the ability to create massive armies, siege cities, and engage in
large-scale battles with your opponents, while below ground you
have the dungeon-crawling experience with a smaller focused party,
and a more traditional DND feel.
Liquid_Dev: Jasen: Even from the first concepts
of the game, we knew we had to have a dungeon; it's just part of
the DND experience. A big part. From the first couple of concepts
through the first playable, the role of the dungeon just kept expanding
until we decided that it had to be its own layer of play.
Liquid_Dev: Ben: Having the resources split
between the two layers also forces the player to schizophrenically
deal with both layers. You can't ignore either or your opponent
will dominate it.
WarCry: DragonSlayer: it it possible to play
multiplayer matches against others or the computer on random maps?
where things are randomly placed
Liquid_Dev: Jasen: We discussed a relative
mode of random placement on maps at various points during development.
Ultimately we felt that random maps would lose the continuity that
our current maps were planned for. By this, I mean that the map
tends to progress and get more difficult as you get near the deeper
and more dangerous areas of the underworld.
Liquid_Dev: Jasen: One will find greater
treasure, cooler items, and more epic monster experiences the deeper
they delve into the dungeon. We did not feel that we would be able
to acheive the same feeling with a random map.
Liquid_Dev: Charley: That said, we do have
a somewhat randomized win condition in multiplayer called Seal of
Light mode. In this mode artifacts called Seals of Light are found
randomly on monsters throughout the underworld. Each player must
then return the Seal of Light to their city, capture the flag style.
Liquid_Dev: Ben: Also, I want to mention
that the monsters have random treasure drops. These can change the
game dynamic pretty heavily. Other random elements include our shard
storms, which redistribute the shards to the game world.
WarCry: Orson: How direct is the translation
from the D20/D&D ruleset?
Liquid_Dev: Jasen: The translation is 100%.
And we mean it. If you're sorcerer runs out of spells, that's it.
You have to wait until the next day.
Liquid_Dev: Jasen: I'm kidding, of course.
Because DND is based on a turn-based rule system and Dragonshard
is a Real Time Strategy, there were some liberties we had to take
to adapt the gameplay to what worked best for an RTS game. Rolling
dice, spells per day, and movement points don't work well in a real-time
situation where a player is controlling twenty to fifty units. As
such, we did our best to interject the Dungeons and Dragons
WarCry: Gatzby: Every unit in Dragonshard
has the ability to gather resources, how has this changed resource
management from a development perspective?
Liquid_Dev: Jasen: It changes development
management from being just a well or mine that you think about once
or twice a game, into a constant need and drive to explore the world
and engage in combat with your enemy. Our focus with having resources
be collected by all units and having resources placed (sometimes
randomly, like with Dragonshards) all over the map was to give the
player reason to visit and control almost every part of the
Liquid_Dev: Charley: It also removes the
traditional crutch of having vulnerable peons as the foundation
for your economy. In Dragonshard the resource gatherers can take
care of themselves.
WarCry: NX-306: are there already plans for
expansion ?
Liquid_Dev: Charley: With the Dragonshard
expansion, we want to explore new horizons for the DND univers.
This includes, but is not limited to the Wild West.
Liquid_Dev: Jasen: We're thinking the Umbragen
tunnel their way through khyber to Dodge City, Oklahoma, where they
find Billy the Kid at odds with Wyatt Earp and a struggle to control
the city.
Liquid_Dev: Jasen: We're kidding of course.
Liquid_Dev: Ben: We're just trying to get
the game done right now, making sure the game is perfect is our
focus.
Liquid_Dev: Jasen: There are no announcements
for any Dragonshard expansions at this time.
WarCry: Sokaku: Have any of the ideas for
Dragonshard come out of pen and paper games played around the office?
Liquid_Dev: Jasen: To some degree, yes, the
ideas have come through playing pen and paper games throughout our
entire gaming careers. Many team members are huge fans of Dungeons
and Dragons and are constant voices that ensure we are staying true
to the Dungeons and Dragons universe.
Liquid_Dev: Ben: On a personal note, the
Dungeons and Dragons Monster Manual was the first book I ever read
as a child, so making sure we do the legacy justice is critical
to me.
WarCry: NX-306: will DS allow also connect
IP to IP or using online matchmaking system only ?
Liquid_Dev: Ben: Our primary connection methods
are via GameSpy and LAN. However, we do support direct IP connection
through command-line parameters.
WarCry: Eint: Sort of a fun question here.
How long have most of you been playing DnD? Any 1st or 2nd edition
vets? Along this same line, are there any sort of cool easter eggs
thrown in for some of us older DnD gamers?
Liquid_Dev: Charley: I've been playing for
nineteen years of my life. It, too, is among the earliest past-times
I can remember. Most of my time was spent playing 2nd edition, but
I switched as soon as 3rd edition was released.
Liquid_Dev: Ben: Well, as I said earlier,
I've been playing DND since before I could read, literally. I remember
with great affection not only the 1st edition ADnD books, but also
the original Chainmail rule sets.
Liquid_Dev: Jasen: I grew up stealing the
lunch money of guys like these two guys.
WarCry: Can you tell us more about the special
items you can earn by redoing some of the chapters in singleplayer?
Liquid_Dev: Charley: Throughout the singleplayer
campaign, each of the four champions that you can select can aquire
unique artifacts through the quests you complete. Some of these
quests are as simple as slaying a cryohydra, while others involve
making unique character choices that will lead to different results
each time you play through.
Liquid_Dev: Charley: Some of these champion
artifacts will be visible on the player model, such as the massive
Draconic Femur instead of a wooden club, or vorpal daggers instead
of throwing knives.
Liquid_Dev: Ben: There is also a reward shop
where you can purchase additional magical items and manage your
inventory between missions. Completing objectives throughout the
missions will earn you more points and allow you to upgrade your
champions.
WarCry: And that's our last question for
the evening. A massive thank you to the team from Liquid for joining
us tonight!
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