dpeg interview


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Post Tuesday, 25th February 2014, 01:17

dpeg interview

So I have this little wordpress page where I've begun interviewing developers of roguelike games. ToME's darkgod was the first, which can be found on the left side of this link. But this one is DCSS's dpeg :) Thanks for taking the time to type out lengthy answers, dpeg, I know it took a good while.

http://beyondthedungeon.wordpress.com/2 ... view-dpeg/


@ rest-to-heal: Have health orbs drop from dead enemies that heals a certain amount of health...enemy HD x 2 ? :)

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Post Tuesday, 25th February 2014, 01:26

Re: dpeg interview

Dpeg likes gorgoroth? this is a huge surprise :lol:
my posts are to be read in a mildly playful tone, with a deep, sexy voice.

Dungeon Master

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Post Tuesday, 25th February 2014, 01:27

Re: dpeg interview

Hirsch: Maaneskyggens Slave on repeat, my friend. I've seen them live on the Antichrist tour, and I wish I would've known their oeuvre better already then.
Last edited by dpeg on Tuesday, 25th February 2014, 01:54, edited 1 time in total.
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Tartarus Sorceror

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Post Tuesday, 25th February 2014, 01:46

Re: dpeg interview

amazing. you always striked me more as a classical music guy. maybe because you are so pacific. :lol:
well, I love metal as well, and try to beat Elvylion to the title of "most pacific guy ever" so it should not be that surprising.
my posts are to be read in a mildly playful tone, with a deep, sexy voice.

Crypt Cleanser

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Post Tuesday, 25th February 2014, 11:33

Re: dpeg interview

jpeg got a real-life job because of Beogh? That's intriguing. Could you tell something more about it, or is this info classified?
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Post Tuesday, 25th February 2014, 11:35

Re: dpeg interview

a bunch of orcs beat the guy who refused him until he changed it's mind.
my posts are to be read in a mildly playful tone, with a deep, sexy voice.
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Dungeon Master

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Post Tuesday, 25th February 2014, 12:51

Re: dpeg interview

stickyfingers wrote:jpeg got a real-life job because of Beogh? That's intriguing. Could you tell something more about it, or is this info classified?

Nothing fancy. I'm a gameplay programmer, and when I was asked to give examples of my programming experience in the interview for my current job, I talked at length about "this god I programmed". For some reason, the project manager was greatly impressed. =D

Btw, whatever dpeg might claim, my nick has nothing to do with school. Quite the contrary, I thought it up when I needed a nickname for the internet. It's a simple extension of my initials, and I liked that the result had something to do with computers.
Please report bugs to Crawl's bug tracker, and leave feedback on the development wiki. Thank you!

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Blades Runner

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Post Tuesday, 25th February 2014, 12:55

Re: dpeg interview

We are in sore need of a mpeg here.
Hirsch I wrote:Also,are you calling me a power-gamer? this is highly offensive! now excuse me, I have to go back to my GrBe game, that I savescummed until trog gave me a Vampiric +9 claymore.

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Post Tuesday, 25th February 2014, 18:48

Re: dpeg interview

jpeg: Blammo! I always though eg = Einstein-Gymnasium or something similar. Whatever, my story is cooler, so it must be true! :)
(Thanks for chiming in.)

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Klown

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Post Wednesday, 26th February 2014, 07:40

Re: dpeg interview

stickyfingers wrote:jpeg got a real-life job because of Beogh? That's intriguing. Could you tell something more about it, or is this info classified?


hr was staffed by orcs

Ziggurat Zagger

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Post Wednesday, 26th February 2014, 14:17

Re: dpeg interview

affirmative orction

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Post Wednesday, 26th February 2014, 14:39

Re: dpeg interview

Klown wrote:19) Is there any chance of purchasable DCSS t-shirts, miniatures, and other cool items in the future?

viewtopic.php?f=17&t=8217

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Post Tuesday, 4th March 2014, 03:42

Re: dpeg interview

So there can only be 27 gods/species/backgrounds?
Why is this? :)

Blades Runner

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Post Tuesday, 4th March 2014, 04:03

Re: dpeg interview

Thanks for doing the interview... enjoyed reading.

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Post Tuesday, 4th March 2014, 09:52

Re: dpeg interview

Klown: No really deep reason, but Crawl always had this fixation with the number 27 (27 skill levels, 27 experience levels, formerly 27 dungeon levels, still 27 levels in a ziggurat). That's not so bad in itself, even if a little silly: as a cube, 27 is a much more beautiful number than something like 25 or 30 :)

As an arbitrary cap on the numbers of species, backgrounds and gods, it does serve a purpose: I believe that 27 interesting and well differentiated entities of any of these is quite a challenge. Having the cap in mind forces us to address the existing species and backgrounds, rather than just adding new ones. That's worth a lot!

There is also a limit to the mass of data we want to expose new players, too. (And I believe that limit should actually be smaller than 27.) I am convinced that putting someone with video game experience but no prior roguelike experience in front of Crawl will have him/her intimidated from the choices of the species and background screens already. We try to alleviate this, but it's certainly a lot.
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Post Tuesday, 4th March 2014, 12:30

Re: dpeg interview

So in the future if we hit 27 gods or species, and some good design ideas pop up.
They won't get added without killing something already there? :o

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Post Tuesday, 4th March 2014, 13:12

Re: dpeg interview

There will also always be some ideas about what to cut, don't worry :)
Admittedly, it never happened to gods yet.

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