Dungeons of Dredmor Interview

For their latest “indie pitch” feature, Joystiq is offering up a quick interview with Gaslamp Games’ David Baumgart, Chris Dykstra, and Nicholas Vining about their well-received roguelike Dungeons of Dredmor. As the name implies, the Q&A is all about pitching the game to the public:

What’s the coolest aspect of your game?

DB: The sheer mass of content. I love drawing the little icons and writing descriptions and scripting abilities. We’ve got upwards of 500 unique items in the game along with a couple hundred skills and spells. There’s a LOT to discover in Dredmor, and then once found there are all sorts of interlocking mechanics of their uses for players to explore. I’m continually surprised by how people exploit combinations of mechanics they discover, or how patient players can be — and I’m surprised by all the ideas they have of where to expand the game mechanics that I never thought of. Just today I read a proposed revision of one of the game’s skill lines that made an awful lot of sense. (Why didn’t I think of that?)

When we get proper modding supported, I expect to be absolutely floored by the Dredmor community’s creativity.

NV: There are also Diggles and Lutefisk. And acid drinking! And a dozen types of cheese!

Anything you’d do differently?

NV: If we had made it differently, it wouldn’t be Dredmor. There are technical decisions that I would do differently if I was starting a new game, and I think that the same is true in the art, design, and company-running departments, but these are just learning experiences we get to take forward and apply to the next thing, so we can make it even better.

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