Tag Archives: Dragon Age Journeys

Dragon Age Journeys Part 3: The Little Things

Part 3 of 4 by Ethan Levy

Dragon Age Journeys

At its heart, Dragon Age Journeys: The Deep Roads is a tactical RPG. We employ a hex based combat system reminiscent of the classic Heroes of Might and Magic series, but instead of giant armies of units, you control up to three heroes with stat systems and talent trees taken directly from Dragon Age: Origins. Over time, these heroes gain experience, level up, learn new talents, get new loot … all the familiar RPG elements. This allows you to take on bigger and badder enemies from the Dragon Age world, such as darkspawn monsters Genlock Alphas and Ogres.

Hex Battle

The hex based combat system took great inspiration from the classic Heroes of Might and Magic games

In each battle, units take turns moving across the field, using ranged and melee attacks, casting spells, drinking potions and using talents. The basics of the combat system have been set since early in the project, but we were feeling that our combat wasn’t deep enough and didn’t force you to work strategically. So, we took the time to iterate on this system and eventually hit the sweet spot where there’s a combat system that is both tactical and engaging.
It wasn’t any one major feature, but a number of small touches stacked on top of each other that resulted in the recipe for success:
• Monster Secondary Attacks: We added two special attacks to each type of enemy, so that they were no longer only using a basic ranged or melee attack.

Ogre Secondary

Ogre Charge and Slam

• Movement Rules: We changed the rules of movement. Previously, on your character’s turn, they could move once and then attack, use a talent, drink a potion or end their turn. Players would frequently make a misstep and wish they were able to undo their move. Now, on a character’s turn, they can move freely anywhere within their walk radius before using talents or attacking.

• Talent Animations: We pushed the talent effects and the animations further, so there are more options and the results pay off in spectacular fashion.

Charactor Valor

Bard’s Song of Valor

• Obstacles and Line of Sight: Throwing randomly generated obstacles onto the battlefield, combined with line of sight rules for ranged attacks, forced players to move around the field strategically, instead of getting into a base line duel.

Obstacles

Game Changing Obstacles

• Back Stab and Flank: We added damage bonuses for performing backstabs and flanking maneuvers, further emphasizing the importance of strategic placement of characters.

Little Things

All the little things added up to create a deep, tactical combat system

By combining all of theses features together, we ended up with a deep, strategic combat system that really delivers on the potential that Dragon Age Journeys has shown all along. We are confident that with this game, we are taking a huge step forward compared to previous flash-based RPGs.

Join Us

Join us in “The Deep Roads”

Dragon Age Journeys Part 2: Naming

Part 2 of 4 by Ethan Levy

Dragon Age Journeys

One of the two leaders of our group here at EA 2D is veteran super producer turned VP of Development Pete Hawley. Pete’s career highlights include being executive producer of Burnout Paradise, serving as development director at Sony, heading production at Lionhead and producing Driver. Simply put, Pete is one of the most accomplished producers in the game industry.

Journeys 3

We recently had to decide on a name for the game, as the placeholder Dragon Age 2d wouldn’t hold. As we were clearly banging our heads against the wall, Pete told us a story about the naming session for Lionhead’s flagship franchise. At the beginning of the night that with a gang including Hawley and Peter Molyneux, Pete and a few others made the suggestion that they go with the short, simple descriptor that fit their storybook heroics, Fable. As with any meeting that involves a handful of creative friends working on a problem with no clear solution, the night went long, and soon the clock read 3am and then someone says, “Enough. I’ve got it. Jesus 2000. He’s back, and this time, He’s pissed!” But the answer had been staring them in the face all along.
Our naming session began with Dragon Age: Journeys as one of the top contenders. But the naming session stretched on, we got increasingly exasperated and our suggestions became a string of gaming nerd in jokes, such as:
• Ages of Dragon Age
• Dragon Age: Origins’ Origins
• Dragon Age: Origins: Origins
• Dragon Age: TitNS (This is the New Sh*t)
• Heroes of Dragons and Magic
• Paper Dragon Age
• Dragon Age: Tactics Advance Online
• Dragon Age: Sexy Browser Adventures
• Dragon Age: Age of the Dragon
And of course:
• Imagine: Dragonz Age Fun Time Babyz Party

But, the more we went back to it, the more true Pete’s advice rang and the better Dragon Age: Journeys started to sound. The problem was that we already planned on releasing three separate chapters of single player gameplay to start, and more in the future. How would we differentiate each forthcoming chapter?

Journeys 4

The solution was simple. We had to move the colon. Dragon Age Journeys was our brand name. It’s the umbrella under which we’ll release all of our browser based offerings. This freed us up to give each chapter a name indicative of its story, and gives us the freedom we’ll need for our future plans.

Journeys 5

Dragon Age Journeys

Part 1 of 4 by Ethan Levy

Orzammar, under the mountains to the west of Ferelden, stands as one of the last great Dwarven cities. 1,000 years have passed since The Blight last drove the proud dwarves to seal their roads and abandon their fallen colonies. Though forsaken and all-but forgotten by the men and elves who walk the surface, the Deep Roads still teem with darkspawn. Amidst the rise of dark omens you head into peril, into the depths, into the Deep Roads.

Dragon Age Journeys

And so begins Dragon Age Journeys: The Deep Roads. Hey there BioWare fans. My name is Ethan Levy, I’m a producer with EA 2D, and I’m very proud to announce our newest game Dragon Age Journeys. At EA 2D it is our mission to create blockbusters for the browser; some will be original games created by our teams and some will be games within other EA franchises, such as Dragon Age Journeys. We broke ground on Journeys back in November 2008, and after so many months of blood, sweat and tears, we can’t tell you how excited we are to finally start talking about the game.

Dragon Age Journeys has been a collaboration between EA 2D, BioWare, and some of the hottest indie talent from the flash developer community. Over the coming days, we’ll be introducing you to the game, the talented team of developers behind its creation and some of the day-to-day craziness that goes into making a game. More than anything, we want you to get a feel for how much fun and passion goes into creating a game for the browser that can live up to the high standards set by BioWare’s illustrious history.

Journeys 1

We have some big plans for Journeys. The first piece that we are currently building is a 3 chapter, single player, tactical rpg delivered in Flash. Right now we’re hard at work finishing the first chapter, Dragon Age Journeys: The Deep Roads. The game will introduce you to the dwarven city of Orzammar and the Deep Roads surrounding it where the dwarves face a persistent threat from the darkspawn hordes.

BioWare has been incredibly supportive in providing us with materials to work with in the creation of The Deep Roads. They have given us pages upon pages of reference materials, story documents, concept art and screenshots. We get invaluable feedback and insight on the game from members of the Dragon Age team, including Drs. Ray and Greg. The Deep Roads features character classes, talent trees, sound effects, music and user interface taken directly from Dragon Age: Origins. Thanks to all these resources and input from the BioWare team, it will serve as a solid introduction to the world of Dragon Age.

Journeys 2

The leading force behind The Deep Roads is Daniel Stradwick, creator of the excellent flash rpg series Monster’s Den. Art and animation has been created by the illustrious Adam Phillips of Bitey Castle fame. Additional programming is being done by Andrew Sega, who created the Magic the Gathering inspired flash card games Mytheria and the multiplayer Armor Wars. The story is being penned by first time game writer Marcelo Poppi. You’ll learn more about them and the talented team at EA 2D in future posts.