Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: Dungeon Lords; DW Bradley; Heuristic Park Inc.
<a href=http://rpgvault.ign.com>RPG Vault</a> posted an <a href=http://rpgvault.ign.com/articles/504/504983p1.html>interview</a> with <b>D.W. Bradley</b> about his upcoming game <a href=http://www.heuristicpark.com>Dungeon Lords</a>, that, unlike Bradley's previous games, <i>has been built from the ground up with a focus on multiplayer cooperative play</i>. The future of RPGs is here, and it aint pretty.
<br>
<br>
<blockquote><i>What kind of combat system are you aiming for in Dungeon Lords? What kind of feel will it have, and what aspects of designing and implementing it have been the most challenging?</i>
<br>
<br>
The main goal is to create fighting that draws from fighting games on the console. The player has multiple attacks when using melee weapons, and these attacks can be chained together if done properly. The player also can equip a shield and use it defensively, and is free to maneuver continuously throughout combat, making each encounter a unique experience of balancing attacks, dodges and blocks according to the player's ability at the controls.
<br>
<br>
The player will always feel that his or her skills are a direct consequence to the combat, and while character development is essential to provide a stronger, faster, more high-powered hero, combat is never a case of dueling dice rolls. Implementing this without sacrificing the depth of the RPG and story has been an involved and tricky process, but we feel that Dungeon Lords captures all the traditional elements while adding an accessible and addictive combat element that is always fun and never repetitive.</blockquote>"Depth of the RPG" in a game that focuses on multiplayer? Riiight.
<br>
<br>
<br>
<br>
Spotted at: <A HREF="http://www.rpgdot.com">RPG Dot</A>
<a href=http://rpgvault.ign.com>RPG Vault</a> posted an <a href=http://rpgvault.ign.com/articles/504/504983p1.html>interview</a> with <b>D.W. Bradley</b> about his upcoming game <a href=http://www.heuristicpark.com>Dungeon Lords</a>, that, unlike Bradley's previous games, <i>has been built from the ground up with a focus on multiplayer cooperative play</i>. The future of RPGs is here, and it aint pretty.
<br>
<br>
<blockquote><i>What kind of combat system are you aiming for in Dungeon Lords? What kind of feel will it have, and what aspects of designing and implementing it have been the most challenging?</i>
<br>
<br>
The main goal is to create fighting that draws from fighting games on the console. The player has multiple attacks when using melee weapons, and these attacks can be chained together if done properly. The player also can equip a shield and use it defensively, and is free to maneuver continuously throughout combat, making each encounter a unique experience of balancing attacks, dodges and blocks according to the player's ability at the controls.
<br>
<br>
The player will always feel that his or her skills are a direct consequence to the combat, and while character development is essential to provide a stronger, faster, more high-powered hero, combat is never a case of dueling dice rolls. Implementing this without sacrificing the depth of the RPG and story has been an involved and tricky process, but we feel that Dungeon Lords captures all the traditional elements while adding an accessible and addictive combat element that is always fun and never repetitive.</blockquote>"Depth of the RPG" in a game that focuses on multiplayer? Riiight.
<br>
<br>
<br>
<br>
Spotted at: <A HREF="http://www.rpgdot.com">RPG Dot</A>