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Written by Avantenor
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Friday, 16 February 2007 |
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And the developer diary continues. Last week, Radon Labs' project director Jan Lechner introduced us to the team behind Drakensang. Today creative director Bernd Beyreuther took over to give you another installation of the official developer diary. He tells us where their fascination for RPGs and especially for The Dark Eye universe comes from. Be sure to have a look!
Read on. |
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Official Drakensang Dev Diary at Drakensang.info! |
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Written by Avantenor
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Friday, 02 February 2007 |
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Starting this week we are proud to offer you in co-operation with German publisher dtp exclusive developer material from Radon Labs for their upcoming rpg "Drakensang: The Dark Eye". From now on Lead Designer Jan Lechner will provide you with special insights into the development of "Drakensang" every two weeks. Today's part is an introduction to the team behind "Drakensang". If you ever wanted to know who's responsible for developing Radon Labs' open source engine "Nebula" you definitely have to take a look! Many thanks to dtp's community manager Olgierd Cypra for this offer (we could not refuse). Also thanks to Vasilii, who is always a great help. (Did I already mention him? I think not. O tempora, o mores! I beg your pardon, Vasilii!) Dev Diary #1 Forum |
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Written by Avantenor
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Wednesday, 17 January 2007 |
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Bad news, folks. Today I got an actual release list from Anaconda. It says that DraSa will hit the stores in Q1 2008 instead of Q4 2007. Let's hope it will be the last delay. Forum |
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Crafting Affirmed & New Server |
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Written by Avantenor
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Wednesday, 03 January 2007 |
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Just a small tidbit of information from a German interview at German commercial games network OnlineWelten. It seems that a crafting system will be implemented in Drakensang. PR Manager Claas Paletta was asked about implementation of "professions" and Paletta stated that they will have crafting abilities like stitching leather or making potions. But they have to examine what seems to be reasonable for a CRPG. That's it for now, but there's one other thing. You may experience some problems with links, downloads and so on for the coming two weeks. Our whole network - and that also means our site drakensang.info - is being transferred to a new server because of some performance problems in the past. That goes hand in hand with some minor changes to infrastructure. We hope to get rid of these problems asap. If you encounter any error, dead links and so on, send me a mail (
This e-mail address is being protected from spam bots, you need JavaScript enabled to view it
). Forum |
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Written by Avantenor
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Tuesday, 19 December 2006 |
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Today dtp and Radon Labs offer us a little christmas special: An elven character animation. You can either download the video at our video subsite (17 MB) or watch a version of minor quality at YouTube.
Have fun! Video @ Drakensang.info
Video @ YouTube Forum |
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Written by Avantenor
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Wednesday, 08 November 2006 |
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RPGCodex got the chance to conduct an interview with Radon Labs' Jan Lechner and Bernd Beyreuther. It contains some sharp questions and we got some more details about combat system and dialogues, so check it out for new information. 1. Since you are making an RPG, what's your definition of a role-playing game? What features are important to you and why? Jan Lechner: My understanding of an RPG is that it presents a world to the player, in which he can take on a certain role that he can act out accordingly. What’s important is that any restrictions and options are grounded in the logic of the game world and are not left unexplained. Even if I decide to play a mage, the game should allow me to take a powerful sword in hand and try to use it. And such options need to lead to logical consequences, so ideally my mage can hurt himself with a warrior’s broadsword or at least have serious problems when it comes to a fight. In a role-playing game, the player should always have the opportunity to define his role himself, within a certain framework. That means, I need to be able to behave in different ways with regard my character as well as my surroundings. And again here, it is important that the restrictions that I’m subject to are explained logically within the game world. Such different behavior should also elicit different reactions from the environment and thus in turn influence my decisions. I don’t expect a role-playing game to allow me to anything and everything I can think up – a good RPG prevents me from thinking up impossible things to do in the first place. 2. In several interviews you've described Drakensang as "something like Baldur's Gate in 3D". I'm curious, why Baldur's Gate? Why not "another DSA game!" or "something like the well loved and influental Realms of Arkania games"? Bernd Beyreuther: When we arrived at the description “Baldur’s Gate in 3D”, this was at the end of a long and intensive game design process. At no time, did we think “we’re gonna make a clone of this or that game”. In fact, we spent several months, collecting and reviewing the game design aspects for – what we consider – a *proper* role-playing game. We asked fans and gamers for their opinions and played many different RPGs. We found a number of features that were – and still are – very important to us: a party, dynamic combat with a round-based ruleset, a certain complexity in skills, strong and memorable characters, dynamic dialogues and a whole bunch more. The old RoA games were not homogeneous in terms of the gameplay, which was a consequence of the technical restrictions of the time: We moved through 3D-cities that were bereft of people. Everything was displayed from the first-person perspective, but you never got to see your party. For combat, it switched over to a rigid isometric perspective etc. Therefore our objective can hardly be described as “Realms of Arkania in 3D”. Our project is just better described as a “Baldur’s Gate in 3D”. But this does not mean, that we took more inspiration from one than the other. |
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