Late one night, we set our scene:
David: Added dire asparagus and a crate of evil sprite. I’ll let you figure out what to do with them.
Nicholas: … “dire asparagus”?
David: I’m going with my gut on this one.
Nicholas: Probably wise.
Nicholas: I wonder what goes in the crate of evil.
Nicholas: I’ll do something for it.
David: Surprise me.
Nicholas: Will do. Maybe it releases evil.
Should I even try to justify this?
Much of the spirit of Dredmor has come from Gaslamp’s creative proximity forming a critical mass of crazy which produces strange moods in one or another of the team. It’s not good planning or workflow but sometimes a thing demands that it be put in the game. Our list of achievements for instance was made in the period of about an hour and has survived almost unchanged. And so much more came from late nights fueled by odious brew; The coffee maker is in the midst of a fungal bloom? Oh, just rinse it out and make some more. That’s The Gaslamp Way™.
Or let me put it like this:
My friends have asked me why I’m crazy enough to stick with this team and project for years without making any money. My family knows better than to try asking. Sometimes I don’t even know why I’m here — but it comes backs to me that it is incredibly rewarding to work with very smart, creatively stimulating, occasionally conflicting, and above all completely insane people. Group hug.
Let me finish with two completely unrelated images:
Left: The Greedy Blungecap. This mushroom is so deadly that it crashed the game until I spelled its name correctly.
Right: I’m not even going to tell you the name of this skill, but rest assured that this mace is going to teach someone the last thing they ever need to know.