Dragonshard Community Update #4

Atari’s Shane DeFreest has sent us over a fourth community update for Dragonshard, which once again includes two new screenshots and another brief Q&A. This time, the screenshots depict an attack by a Horned Devil and a Wall of Fire.

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Q: What one element sets this game apart from other RTS titles?

A: I would say the one defining element that sets the game apart is the Dungeons. We have these wonderfully huge underworlds full of gold, items, quests, traps, monsters, and Boss Monsters that really helps solidify that D&D flavor and provide a really fun place to gather two of the most important resources (gold and experience). The dungeons are one of the things I’m most proud of because I think they’ve turned out even better than anyone anticipated through the hard work of the whole team.

Q: Of all the RTS games that have been released on store shelves, which game is Dragonshard most similar to and why?

A:That is a difficult question to answer because we’ve tried to make Dragonshard common in the places all successful RTS have in common (interesting units, well balanced, lots of options for strategy), but innovates in areas where we felt we could. Most great RTS games have buildings, and so does Dragonshard, although we handled it in a unique way with the building nexus- where you build on a nexus grid and when you build it has a lot of importance on your units. So it isn’t all that similar to other RTS games with building, but it isn’t really all that different, either. Does that make sense? I hope so, haha.

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