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Dragonshard Interview with Liquid's Lead Designer at Warcry

Discussion in 'Game/SP News & Comments' started by chevalier, Jul 2, 2005.

  1. chevalier

    chevalier Knight of Everfull Chalice ★ SPS Account Holder Veteran

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    As the title says, Warcry boasts a new interview with Liquid's lead designer for Dragonshard, the upcoming real time strategy game with roleplaying elements embedded in Wizards' new Eberron flagship setting for Dungeons & Dragons in which also Dungeons & Dragons Online: Stormreach is going to be located. Here's a snip:

    Warcry- Has it been difficult trying to recreate traditional and signature D&D monsters in a new genre?

    JT- Actually, that has been one of the easier parts of development. Traditional D&D monsters have reference art and lots of information on how they attack and what (if any) special abilities they might have. So picking which ones we wanted to make and having a basis on how they would exist in the world wasn't too hard at all.

    The tricky part was getting some of the unique behaviors we wanted in the game. We have a large drider that reacts differently depending on where you attack it (front, sides, back) and what you attack with (melee or ranged). Our Umberhulk will attempt to bullrush an adventure party, but the player can move out of the way and attack it while it recovers. Behaviors like that required a lot of specific code from our talented programming team.


    Read the whole thing at Warcry.
     
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