The mp3 of the podcast can be downloaded here, played in the embedded player below, or you can follow us on iTunes.
- How David got into roguelikes and into Crawl development
- Highs and lows of acting as a pure designer
- Why David gave up on development of DCSS
- Of minotaurs and mountain dwarves
- Responding to playerbases
- Differences in design between big and small roguelikes
- Several interesting anecdotes and insights from David's five years of Crawl design
This episode also features a couple of snippets of music - excerpts from Birdflesh's 'Dance on the Frozen Desert' and Threatener's 'Meth Crawl'. David was rather keen to have these in... Quoth he: "The second one was not just a gimmick -- there are some reasons why I chose it. Apart from the obvious (the 'Crawl' in the track title), there's more. To an outsider, roguelikes are (almost) as far away from 'computer game' as the noise (the genre is called grind core) is from 'music'. ... Originally, I had prepared a series of similar short pieces, which would range continuously from the bizarre/experimental (like the first tune) to the insane and mental (the second one). I love this kind of transition from normal/calm to twisted/insane. It's a reason why the Abyss is my favourite Crawl branch (together with Slime)."
We'll be back in just a few days time to return to our usual schedule with a discussion of themes and settings in roguelikes.