Wow, thank you for the high praise!
To answer your questions -
I had to subscribe to this strange forum (what the heck is this "Deadly Rooms" thing anyway?)
Deadly Rooms of Death (DROD) is a collection of games made by Caravel Games. Caravel Games have kindly provided us with a forum and also hosting for our website.
Also I must say I'm surprised by the capabilities of AGS. Really? All that? With AGS? That system must allow for quite some customization and freedom to its users.
Yep, all done with AGS. Radiant has pushed it to do other non-adventure things before, so it has been proven to have a lot of flexibility.
How much of a pain was required to realize every idea through a AGS, as opposed to with general programming (where everything would have been under total developer's control)? Did you have to make acrobatics? I see there's three coders in the team... Did it happen that you wanted to achieve this or that effect, but had to settle for an approximation? Did you have wished for more features/freedom in the tool, and maybe pushed for them?
I don't do any programming myself, (and Radiant can correct me if I'm wrong, if he sees this) but I think it would be a bit hard to differentiate doing something through AGS as opposed to general programming, since AGS still requires coding.
There were some limitations to AGS (e.g. resolution support, and a little thing like how the portraits would stop animating before the voice clip had actually finished playing). Radiant asked if anything could be done about the latter, and also around making improvements to full screen mode for different monitor types, and Crimson Wizard helped a lot with that.
The engine itself is a continual work-in-progress and people like Crimson Wizard are always making improvements for everyone else.
The other programmer listed was for Steam API support I believe. Monkey_05_06 had done a lot of work so that AGS games could also have achievements etc in Steam.
For the whole game though, Radiant was the one in charge of the programming.
How difficult was it to make everybody in the team agree on the shared choices beyond the game? Like story, amount of faithfulness to the nordic lore, emphasis of this or that aspect, general mood to communicate, stuff like that, down to the centrality in the plot of this or that element, pet NPCs, how much freedom to give to players... I guess each person involved has its own ideas and I can imagine how strong anyone devoting a lot of efforts and skill can feel about their creation. Is the final game we see the result of a compromise, or of unanimity? Or is there some sort of leader who is in charge of all the decision making?
For the most part, there wasn't many disagreements at all. The project basically started with Corby (lead artist) having an idea and some basic story concepts. Radiant took those and fleshed them out and both were in agreement about the direction the project was going. The rest of us joined later and we pretty much remained concerned with the technical aspects of the game (art, sound, music).
Because Radiant had written the story and designed the puzzles and doing the programming, it meant he was the natural leader of the project. However, we all had creative freedom when it came to particular aspects of art and music (the overall specification he normally gives allows for a lot of flexibility).
We did have a couple of disagreements but they were over technical aspects (e.g. how to manage voice acting auditions, and a couple of little details). Mostly managed by compromise, I would say. Occasionally things got a bit heated because we all felt strongly about the project, but we did talk through it so we didn't stay too mad at each other for long