Whiteboards

by Ron Gilbert
Apr 09, 2017

Now that we can post preproduction design docs without fear of spoilers (warning: spoilers ahead) I thought we'd start with the whiteboards.

Early in January, right after the Kickstarter finished, Gary and I got together for a few days of brainstorming on the whiteboard. At this point, we knew the basic story, in so much as these agents show up to investigate the body, and there was a clown, a dead guy and computer programmer.

We didn't really know how the game would end, or how we'd get there, but hey, that is the fun part.

After the first brainstorm session, Gary had the idea of a big factory and this tube based AI. It seemed ripe for digging, so we ran with that and never looked back.

A couple of months later, David Fox joined the team and we started to get into the nitty-gritty of solving the murder.

After the first day with David, I was really bothered by all the details of finding evidence. It seemed like an arbitrary  jumble and players would be lost.

I went home feeling a little dejected and overwhelmed. What the evidence gathering stage needed was focus, then the idea of TronMachines hit me. By placing them in the Coroners office, it would give that focus. The TronMachines wanted specific items, and that meshed better with how an adventure game worked.  David and Gary seemed to like the idea and it gave out design sessions more focus as well (always a good idea).

Originally the Coroner's office had 4 TronMachines, the BloodTron, FaceTron, FingerTron and EnhanceTron.  The EnhanceTron was going to be used to enhance a video image taken from the Quickie Pal video camera, but it felt like too much, so we cut it.

We saved the flashbacks for last, and for those brainstorm sessions Jenn join us. Ransome's flashback started to get huge and we cut it back significantly.

We took pictures of the white boards at the end of each session, or before we erased them.

Most of what you see made it into the game, although tweaked quite a bit. Other parts never got off the whiteboard.  Some of it made it off the whiteboard and into the wireframe version, but was cut before final art.


Patch Notes

by Ron Gilbert
Apr 04, 2017

In the continuing series called "Hey, let's make a video game", I thought I'd take people through all the patch notes and talk about what happened, why it happened and how we fixed it.

Note that these patch are for Steam Build 1309.859 only, the GOG versions will be up tomorrow and the Mac App Store and Xbox a few days after that. You can see the build number by looking in the lower right of the Options menu.

We group post launch bugs into three categories.

1 - Game breaking bugs that render the current game unplayable.
2 - Bugs that cause issues (or even crashes), but reloading the autosave fixes it.
3 - Small feature changes to keep players happen or avoid confusion
4 - Everything else.

If the bug is level 4, it just gets moved to fix next rev.  For these patch (live patches) we want to make safe and easy changes, because they are not going though a full cycle of testing. These are emergency fixes only.  In a few weeks, we'll do a major rev with all the little things change (and maybe some new content) and it will go through a full testing pass.

But for the live patches, we want to change as little as possible.


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Level 1 bugs.

Ransome's Cheese

If you picked up the cheese in Ransome's fridge, and then tried to put it back, the cheese would disappear, making the game unfinishable since the cheese was needed for a later puzzle.

This ended up being nothing more than a bad copy/paste error, where the wrong object was pasted into the line that made the cheese visible again.  It was missed because none of the testers thought to put the cheese back.  It's the type of bug TesterTron™ won't find, because it's never going to be smart enough to solve the whole game, and get stuck because it has no cheese.

Rathole Cheese

If you put down the cheese by the rat hole, and then picked up the cheese, the rat hole was untouchable.

Text update after more information from David Fox

For the bug where picking up the cheese from the rat hole caused the hole to become untouchable, this had to happen during the 1/10 of a second when the rat stopped by the hole and saw the cheese to when he went over to the cheese a few pixels away. If you picked it up at that moment, the hole would already have been made untouchable. You did get the cheese but could never put it back there again. That's why it was hard to catch.

A Street Dime.

The dime needed to make the call to free the trapped agent is randomly placed. One of the places is on A Street.  But... A Street is blocked off and a WC-67 tube is needed to solve the puzzle.  If Ray goes to the store and gets the tube, then walks into the alley and gets captured, there is now no way to get to A Street and get the dime since she has the tube.  If Reyes had been captured, it would have been OK since Ray has a cellphone (that won't work in the sewer).

The captured agent puzzle is one of the first puzzle we did, close to 2 years ago.  The pigeon sisters used to be out on the highway, but we moved them to Main Street late in the project, and we never thought about that dime on A Street. It's pretty rare situation, since the dime had to spawn on A Street (1 in 4 chance) and then you had to get captured while holding the tube.  It just never came up in thousands of hours of testing. Since the dime puzzle was created so long ago, it was out-of-mind for us as well.

Disappearing Robot Tube

If you used this one specific tube you had on the robot in Chuck's work shop, it would vanish.

There are a lot of tubes in the game and a lot of places to put them. We tried to create a "system" to deal with them, but this one tube was not flagged correctly, so it would vanish from your inventory.  Solution was just to tag it. Again, just a rare situation not caught in testing. You had to work pretty hard to be in the situation where you had that tube and the robot head.

Radio Station

The puzzle chain that happens around the radio station is very complex. You have to switch between three characters to solve it and Cassie (the DJ) is walking around the whole time.  There were several places, where if you interrupted the sequence, or the sequence interrupted something you were doing somewhere else, it would break.  All these were issues that had to happen in exactly the right frame, so it ended up being pretty rare. None of them resulted in unplayable games and could be solved by just quitting and loadings, but they were ugly enough to fix.

Most of the 1-frame issues are a result of this being a new engine, now that I see what is happening "under the hood", I can make system changes to prevent them, but that is a larger issue than can be address in a hot fix.

The Hat Bug

This was a bad one, and the one that messed up the most players.  If you are wearing the pirate hat, and then try to give it to the comic book salesman, the hat vanished. Unfortunately, it was need for a puzzle at the end of the game.

When you give an item to someone, it runs through this complex chain of code, querying objects and actors along the way seeing if the object is givable, if the actor wants it, if the actor holding it wants to give it a way, etc.

That chain is correctly followed for the hat... unless you're wearing it when you give it away. In that case, the code just gave the hat to the NPC without running though the correct query chain. Had it gone though the query chain, it would have failed and not been given away.

What makes this bug so dangerous, is the comic book salesman is looking for something "valuable", so it make complete sense to try and give the pirate hat to him, and what looks cooler on your head then a pirate hat. Perfect bug storm.

The correct solution would be to send the hat give through the query system, but for a hotfix, this was too much code, so if you try and give the pirate hat to an NPC, it won't let you.

Level 2 bugs

If an agent is stuck in the sewers, you have to look up a phone number and call the Sheriff for help.  If the Delores flashback happens while an agent is captured, Delores can call the number and get help sent... from the past!  It's a funny bug, it doesn't break anything, but we decided to fix it. Now, if you call the number from a flashback, nothing happens.

There were a few places where an NPC actor was moved to the circus for Ransome's flashback and not returned where they came from, and then not inited correctly.  Most of these show up if you do things a extremely out of order. Quick fix to force them back.

If you call the bank before visiting, you get a black screen and the game appears to hang. Overriding the cut-scene (ESC) fixes the issue.  This is because the banker might have moved to the circus for the Ransome Flashback (it's ransom), so he was in this special room called the Void. The fix was to init the banker when the phone call happens.

If an actor was on a ladder, and the engine teleported them somewhere, they stayed in their ladder animation until they got on a ladder, or one of many other events reset the animation.  For example, if Ray was on a ladder, then Reyes talked to the Sheriff at the Vista, there was a scene where Ray should up... but she was on the ladder. Easy fix to just reset the animations in the four places that happened. There is a better, more proper fix, but we're hotfixing, so that was just 4 lines of new code.

If you used the hotel card key in the pigeon van, the game would crash. It was accessing a variable that didn't exist. Quick fix, 1 line of code.

The phone uses 4 digit numbers, but the security pad uses 6 (and they both use the same programming code, so if you used the security pad by the cabin, the phone now thought it needed 6 digits. It didn't break the game, but made calling backer phone numbers imposible.

There were a couple of places where gates would open and close. The internal flag to show the gate was open was set when the gate got to the open state, which could take a few seconds. If the player switched character while the gate was opening, the flag never got set.  The multitasking threads that are opening the gate are "room local", so they get killed when you leave the room.  We solved this by wrapping the opening animation with an inputOff(). It was the quickest thing to do for a hotfix.

When Franklin creates and walks through his portal, if the Cassie/Radio cut-scene happens at that very moment, the portal was gone on the other side. We added a safety check for the portal not being there and creating it.

Level 3 bugs

There was a big where if the Kid in the hotel was standing close to the drinking fountains, but so was a playable character and they were 1 pixel closers, it would fall into some code with a null pointer. We now trap for the null pointer.

If you were exchanging the bottle for the nickel, if you hit ESC at just the right moment, you would have two nickels.  It didn't break the game, but was confusing.

If Chuck's favorite number was 1, then a dialog to guess it got very confusing. Nothing broke, but players thought it had.

For the puzzle for getting the map from Natalie, many players didn't realize that if you messed up, the puzzle was reset to a new answer.  We fixed that by making it clearer that the answer was reset, and also calling attention to the radio.

We added the key mapping screen to Options Help. We just forgot to add this. Dumb mistake. It's english only right now, we'll translate it for the next rev.

F5 now brings up the Options screen. I was tired of hearing people complain about this. :-) You also can now remap the skip dialog key. And the mouse scroll wheel now scrolls the inventory. Ctrl-O now brings up the Options so O can be remapped to verbs.

We also fixed a bunch of typos.

One of our big challenges was for players who had Level 1 bugs and their savegame became unplayable.  We added code to the postLoad() routines that detected the bad state and corrected it. So, for example, if you gave away the pirate hat, the loadLoad() code would realize that and magically put it back for you. Same with the dime.  Not a lot of people were affected, but if they were, this patch magically fixes it.

It may seem like a lot of bugs, but it's pretty much par for the course.  We spent a lot of time testing and there are (literally) thousands of things to test, so it's not unexpected when a few fall though, especially ones that a really rare.

This group of testers is one of (if not the) best I've ever worked with. When these bugs started show up, everyone jump on Slack and the testers ninja reproduced them and we fixed them.

Some of these bugs are 1 in 10000 odds, but when you have 2 or 3 times that many people playing, they become a 100% chance of happening to someone.

Stay safe out there.

- Ron


Options

by Ron Gilbert
Mar 31, 2017

As promised, here are some of the options you can set in Thimbleweed Park.

First, you need to find the Prefs.json file.

Mac: ~/Library/Application Support/Terrible Toybox/Thimbleweed Park
Windows: AppData\Roaming\Terrible Toybox\Thimbleweed Park
Linux: ~/.local/share/Terrible Toybox/Thimbleweed Park

Most of these are just debugging, so don't complain (haha... don't complain... who am I kidding) about them giving you weird results, these are not meant for mere mortals, which is why they are not on the options menu.

We're a very small team and we just didn't have the time to iterate on these without letting more important issues slide.


Can the window be resized when in windowed mode. Since we use nearest neighbor scaling, this can produce ugly result.  If things get goofy with the windows, go into Prefs and delete all the entries that start with "window" to return back to the default.

windowResizeable: 0

Amount of wiggle when mousing over the verbs, 0 = none

verbWiggle: 1

Amount of wiggle when mousing over the dialog lines

dialogWiggle:1

Turns on pixel perfect mode. It hasn't been tested very well, so it might cause issues. I'm sure it could be better, but we ran out of time.  Remember, this is only the game scene, not the UI.

UPDATE: pixelPerfect mode seems to be broken if you're not running windowed at 1280x720. No idea, used to work just fine.

pixelPerfect: 0

Number of times to "pop" the inventory when adding an object.

inventoryPopCount: 5

Holding down the TAB key will show you hot spots. It's not 100% accurate and might show false positives or false negatives.

hotspotCheater: 0

When the verb or dialog is on screen, how transparent is the background.

uiBackingAlpha: 0.33

Alternate location for save files (like dropbox).  You have to use /, even on windows. If you save them in dangerous places, it's all your fault.  Applications that are sandboxed may not allow the saves to this location.

savePath: "/path/path/"

Show the system cursor.

systemCursor: 0

Clicking the right button will skip dialog, but only when you're in a cut-scene or the cursor is off.

rightClickSkipsDialog: 0

For key mapping, you can only use lowercase, as it won't see the shift key.  You can also use numbers without quotes for scan codes. Some international keyboards map keys oddly.  The only key you can't remap is "o", since it beings up options.  I'm changing o to control-o for options in the next patch, then you will be able to.

keySelect1: "1"
keySelect2: "2"
keySelect3: "3"
keySelect4: "4"
keySelect5: "5"
keyOpen: "q"
keyClose: "a"
keyGiveTo: "z"
keyPickup: "w"
keyLookAt: "s"
keyTalkTo: "x"
keyPush: "e"
keyPull: "d"
keyUse: "c"

There are a lot more options, but most of them are for debugging and have no effect on a release build. If there is something I missed, let me know, I might have forgot it.


Released!

by Ron Gilbert
Mar 30, 2017

Thimbleweed Park is officially out!

If you are a backer, log in to your PledgeManager account to get your key.

If you aren't a backer, you can buy it here...

Steam

GOG

Xbox

The forgotten help screen... literally, we forgot to add it.

- Ron

If you need tech or backer support, please email support@thimbleweedpark.com.
We won't be answering support questions here.


Final Development Post

by Ron Gilbert
Mar 28, 2017

This won't be the last one, but it's the last "development" blog entry.  Any blog post in the future will be post-release blog posts, they won't be about the development process, but more about the care and feeding of a game post-launch. They will also come once every one or two weeks.

Maintaining a blog with multiple updates each week, while you're trying to make a game, is a lot of work. As much as I like writing these and reading everyone's comments, it will be nice to take a break.

And yes, I do read ALL the comments. When a comment is added, I get an email with the text of the comment and a link to take me to the comment. I read them all.

For this last "development" blog entry, I thought I'd talk about what we're doing right now.  What does the last few weeks of a project look like?

It's a lot of scrambling around, dealing with marketing, PR, storefronts, launch trailers, and endless little decisions like pricing.

Let's start with pricing

We starting talking seriously about pricing 9 months ago.  We had three basic choices: $14.99, $19.99 and $24.99.  We really needed consistent pricing across all the stores, and while some allow for finer grained pricing, not all do. This was a common intersection between all the stores.

$14.99 is probably the most common for indie games.  This was our first pick and hung on for quite a while.  As we got closer to finishing and more and more people played the game, we realized it was a huge and deep game.  The two choices now became $19.99 and $24.99.  $19.99 won out for a while, then we settled on $24.99.  It felt like the game had enough value to warrant the price. It was higher than a lot of indie titles, especially 2D titles, but we felt we could support it.

We lived with $24.99 for a bit, and felt any point-and-click fan would gladly spend the $24.99. As we've talked about on the blog and on the podcast, one of our main goals is to introduce new people to the joy of point-and-click. It started to feel like $24.99 might be a barrier for that group.

Pricing is always hard. None of us are experts at it. We talked to several industry friends and no one was overly excited about $24.99. It seemed too high. Not for the people who bought the game, but for all the people that were on the fence. Pricing at $24.99 might do well with the core, but it wasn't going to attract a new audience. Given that was one of our main goals, we settled at $19.99.

Moving on to storefronts

We have to deal with five storefronts on launch: Steam, GOG, Xbox, Win10 store and the Mac App Store. And every store front has different size images they need.  Steam has 5 or 6 images size for the main store, then there are all the Steam Achievement images and Steam Trading cards, badges, etc, etc.

It's a lot of art to produce. Some of it is just resizing images, but you'd be surprised how long it takes. Plus, resizing pixel art is harder than normal art. We can't just drop the size by 5%, otherwise the pixels get all screwed up.

GOG has it's own sizes, and the App Store has it's own sizes, and Xbox and the Win10 store. Everything need it's own art sizes.  Jenn spent weeks and weeks getting all the art into the right sizes.  If you're releasing a game, don't underestimate this.

Launch trailers

We've done several trailers for the game so far, but for launch we need one trailer that sums it all up.  I wrote the Ransome trailer before we went into the studio, but before we even had a rough cut.  I didn't think to write a launch trailer in advance, and we didn't have the budget to pull actors back into the studio.

I talked to Derek Lieu about it. He has done all of our trailers so far and he's amazing. We talked about doing a movie style trailer where all the dialog was taken from the game and pieced together to tell the story.

I got Derek the entire script and he poured through it for a week and came up with a first draft.  We beat that up and tweaked it, then he did a first cut with black cards where the footage would go.

I then made a cut-list and started capturing footage. All in all, it took me about 3 days to capture and recapture all the footage and Derek a few weeks to put it all together.

Review copies

We send out several hundred review copies to the press.  Before we did that, I needed to get Steam working. It only took a few days, and maybe a few more to fully understand it.  Once that was in place, we tested the review build (which is, in theory, the final build) for a good week and then sent out the review steam keys.

All-in-all it went well, the reviewers found 3 or 4 bugs that we opted to fix and pushed new builds to Steam.  When we got a report of a bug, we'd immediately try and figure out what was happening. Most of the time, it was obvious what the issue was. A few times we had the tester team attack it and find a repro case.

The first bug we got from a reviewer completely stumped me. It made no sense. I poured over the code for a few hours and couldn't see how it would happen.  Friends arrived for board game night and I took a break. About an hour into board games, it hit me and I knew what the issue was. Bug solved.

I'm sure post launch will be like this. We'll get bug reports and, evaluate the severity and immediately fix the big ones, and move the others for a future rev.

When you're fixing bugs on a "hot" version, you want to change as little as possible.

PR

Part of send out the review copies was setting up interview and podcasts. Our PR master, Emily, did all the work in setting them up, but me and other teams members had to take time to answer questions and do podcast. Again, don't underestimate the time this takes.

We also sent these ViewTron 3000's to some press and will have them for sale on Fangamer in a few days.

Marketing

In addition to PR, there is also marketing that needs to be done. For small indie titles, this is main social media.  So, we spend time on Twitter and Facebook and all the others, posting images and countdowns.  More stuff to write and create.  Marketing is probably our weak spot right now.

Builds

The Steam builds are locked down and everything is under control. We're a little behind on the GOG builds, but by the time you read this, everything should be fixed. I wasn't planning on doing a Mac App Store build, but I had to do the code signing for other reasons, and once you've done that, you're 90% there, so I decide to put it up.

The Xbox is a whole different story.  You have to go though Xbox's cert process and it can take anywhere from a week to a month. It was a huge wild card. We submitted a few around a month ago and it took a couple of weeks to make it though. The issue was, a lot of bugs got fixed while it was sitting in cert. So, last week we made a new build with all the bug fixes and entered cert again.  Just yesterday we passed that cert and are ready to go.

Backer keys

Wow, how hard can that be?  Well, actually pretty hard. If we had done nothing but Kickstarter, it would be a lot simpler, but since we took pledges from Humble Bundle and then later via PledgeManager (to allow backers to upgrade), it's a been a real challenge to get all the names and backing levels integrated.  PledgeManager doesn't have a system for sending email to backers, so Jenn had to set up a separate system.

We also have the issue with the DRM-free keys being done by GOG.  We should have set up separate "products" in PledgeManager where you picked Steam or GOG, but we didn't, so we had to set up a separate system to cull that information and make sure everyone gets the right keys.

It's been a learning experience. The whole project has been a wonderful learning experience. Did I say wonderful? I meant terrifying and stressful.

- Ron


Soon Is Soon

by Ron Gilbert
Mar 27, 2017

If you were a backer through Kickstarter, Humble Bundle or PledgeManager, you should be getting an email today listing out what will happen on International Thimbleweed Park Launch Day and how to get your key.

I won't repeat the whole email here, but the gist of it is...

On launch day, you will get an email from PledgeManager saying your key is ready and you will then login to your PledgeManager account and get the key.  If you're a backer and one of the over 2000 people that has never logged into PledgeManager, I suggest you do that right now, so you're not fumbling with it while everyone else is playing.

Once you get the email and if you have any questions... email support@thimbleweedpark.com.

Do not ask questions here.

We've also set the price of the game at $19.99 on all launch platforms.

As an added bonus, if you backed at the soundtrack level, you will also be getting the Thimbleweed Park soundtrack and printable CD and cassette tape sleeves. Instructions will be in the launch day email.


One Last Entry

by Ron Gilbert
Mar 18, 2017

I know you're starting to tear up like I am, but our time together is coming to a close.  It's been two years filled with joy, laughs, learning, and anxiety (mostly anxiety).

Before the game launches on the 30th, I'd like to do one more big dev blog post. Any suggestions?

And for those of you skeptical that we made any progress over the last two years, here is the first video of the game I posted.

- Ron

P.S. Just to clarify, we will continue to post on the blog after launch, but the posts will become less frequent, only when news shows up. Keeping the blog current is exhausting work.


Tracking Talkies

by Ron Gilbert
Mar 11, 2017

With over 16,000 record lines of dialog, someone on Twitter asked for a blog entry how how we keep it all organized.  "Ha ha, we don't", Ron said laughing.

OK, not really, but kind of.

A quick refresher on how we enter and extract dialog from the Thimbleweed Park.

During early stages of development, we embed the dialog in the source code.

sayLine(delores, "George the postman will never pick it up without stamps on it.")

Every time I bring this up, someone pipes in and says it's stupid to keep text in source code and I should have my game dev license suspended.  I don't disagree. Keeping text embedded in source code is a crazy, dangerous and a rookie move.  And we don't. Hear me out.

All the text in the game stays embedded in the source code for a good 3/4 of the project. It's just easier that way.

I've seen game dev code that looks like this

sayLine(delores, TEXT_27243)

And that's fine if you have a few dozen lines of text, but becomes a creative nightmare when you have a tens of thousands and you're trying to write and iterate. Remember, our source code isn't just programming, it's also our script and the implementation of the game's expression.

We need to iterate and iterate fast. Having to look up, or enter lines of text in a "text table" would slow things down, so we just stick it in the source code.

About 5 months ago, I ran a fancy python tool over all the source code and it was turned into this...

sayLine(delores, DELORES(27243,"George the postman will never pick it up without stamps on it."))

...and emitted a spreadsheet that looked like this...

DELORES    27243    George the postman will never pick it up without stamps on it.

The spreadsheet served a secondary function, and that was to do the translations. The translators would go though and add a new column for their translation. The original English was saved as ThimbleweedText_en.tsv and the Spanish was ThimbleweedText_es.tsv. We can keep adding translation files as we add translations. When we open the game up to fan translation, this is how it will work.

DELORES    27243    George el cartero no se la va a llevar si no tiene sellos.

Anytime we changed a line, we changed it in the source code and then re-ran the python tool and it would update the spreadsheet.  The spreadsheets were readonly. We never edited them directly.

This went on for several months, then it came time to record.

Each line of text got tagged with these MACROS that told us who had to say each line.

DELORES if only Delores said it, RAY if only Ray said it, or AGENT if both Ray and Reyes said the line.

Then it got a little trickier.

PLAYER_AD if the Agents and Delores said the line, or PLAYER_DR if Delores and Ransome said the line, etc, etc.

sayLine(PLAYER_ADR(29971,"There are no drawers to close."))

The preceding line needed to be recorded by Delores, Ray, Reyes and Ransome.

The preprocessor macro looked like this...

#macro PLAYER_ADR($a,$b) "@$a:"

The actual text string is compiled out of the final code, leaving just the line ID. See, there is no text is the code.

<insert smilie face here>

Ultimately, this was needed to emit the scripts for the actors. If there was no voice, we could have used one tag (PLAYER) and be done with it.

When it came time to print the script for Reyes, we need to grab all the lines he needed to record (REYES) and the lines both he and Ray said (AGENT), plus any lines he, Ray and Delores, and Ransome needed to record (PLAYER_ADR).

It was tricky business to make sure all the lines were correctly tagged and we made a few mistakes. Some lines didn't get recorded and when that happened, we'd have to find another line that worked as well, or did some clever wav file editing.

We could have done a pick-up session, but so few lines were missed, that it wasn't worth the cost.

OK, so once the script was exported, we would go into the studio, record the dialog and then it would be cut up into .wav files.

You'll notice when the script is exported for Delores, lines tagged with PLAYER_AD get shown as DELORES, this is so when the editor cuts up the dialog, it gets save as DELORES_28938.wav, not PLAYER_AD_28938.wav.  From that one line, we're get 3 .wav files (DELORES_28938.wav, RAY_28938.wav and REYES_28938.wav).  It one line of text that's read by three different actors and needs to appear in the game assets three different times. They all have the same text ID because, as you recall, the text is striped and all that is left is the ID. When an character in the game says a line, the engine knows to prepend the name (RAY/REYES/DELORES/etc) to look up the .wav file.

The marks you see in the third column are the take-marks I did while recording to indicate the take I wanted.  The /1 was the first take and I liked the A read, not the b read (the actor read each line twice). The fs means the actor had a false start and didn't read the whole line. The /4 means after they read one section of the script, we went back and did a fourth take.

When the recording was done, we had 16,000 .wav files and each was put into a folder named for the character.

DELORES/DELORES_28938.wav
RAY/RAY_28938.wav
REYES/REYES_28938.wav

It's around 6GB of .wav files and we needed to compress them for inclusion in the game.  We used .ogg files due to it being free of the patent and licensing issues that .mp3 has, although either would have worked.

I have a bash script that takes all the .wav files and compresses them into .ogg files, ready for the game to load.

Any editing we do is always done on the high quality .wav files so we can compress into any format we need.  For example, we might need to compress the voice more for mobile and it's just an automated process.

We also have a script that runs each line though the lip-sync tool and produces .lip files, which are small text files with timing and mouth data. This process takes around 16 hours to run.

Of course, it gets more complex with Ransome and his foul mouth.

When the actor playing Ransome recorded his lines, he swore, then each of those .wav files had to be beeped.  We kept all the original lines for two reasons. The first is we want to release an uncensored pack at some point and the second is Ransome needed to be lip-synced against the non-beeped lines, so when the lip-sync process was run, we need to point it at the original Ransome lines, not the beeped ones.

In the case where we had to hand edit a Ransome line, we had to edit the original, then edit the beeped version then make sure each got to the correct folder. It was nerve racking.

There you have it. Making games is easy.

- Ron


Thimbleweed Park Podcast #66

by Ron Gilbert
Mar 04, 2017

The podcast hailed by critics and historians as pointless and of no real value, it's Friday questions!

You can also subscribe to the Thimbleweed Park Podcast RSS feed if that's 'your thing'.

You can also get the podcast directly from iTunes.

- Ron


Friday Questions

by Ron Gilbert
Mar 01, 2017

COMMENTS ARE CLOSED

After a long break, Friday questions are back!

Post your questions for Gary, David or I to answer on this week's Thimbleweed Park™ Podcast and we'll do our best to answer them.

One question per-comment and please try and keep them short. If you leave a long meandering question, we'll get bored and start reading twitter.

If you question relates to these final stages of the project, it will be more likely to be answered.

And as always, be nice and no wagering.

- Ron


FAQ


Feb 28, 2017

All hail the new FAQ. If you have a general purpose question that is not answered here, please post it in the comments and we'll add it to the FAQ (where appropriated).

Q: When is Thimbleweed Park coming out?
A: Soon! Just kidding. March 30th, 2017

Q: What platforms is it coming out on?
A: Mac, Windows, Linux and Xbox One.

Q: I backed the Kickstarter, what platforms will I get?
A: Backers will get a key for Mac, Windows and Linux.

Q: Do I have to choose Mac, Windows or Linux?
A: No, backers will get all three.

Q: Will I get a key for the XBox?
A: Unfortunately, only the Mac, Windows and Linux platforms are part of the Kickstarter reward.

Q: I want a DRM free version, can I get that?
A: Yes, before the launch date, you will get a email asking if you want Steam or GOG (DRM free).

Q: Where can I buy the game?
A: Initially on Steam, GOG and the Xbox and Microsoft Store. We'll add other places as soon as we can.

Q: Is there Cloud saving?
A: We use Steam Cloud saves for Mac, Windows and Linux, and you can save from the Xbox to the Windows 10 store copy. You can share saves between Mac, Windows and Linux, but you can't share saves between Steam and the Xbox.

Q: Will the game be play anywhere on Windows 10 and Xbox?
A: Yes.  If you bought the game on Xbox or via the Windows 10 Store. The Windows Store version will release a few weeks after Steam/Xbox.

Q; What will the price be?
A: $19.99 USD.

Q: Will you release it on the Playstation and Switch?
A: Hopefully, but we can make no promises now. Once the game is released and we have some free time, we'll look into both of those. Ports take time and money, neither of which we have much of right now.

Q: Will the game be translated?
A: Yes, it will be subtitled in French, German, Spanish and Italian. Russian will follow a few weeks after release and will be a free upgrade.

Q: Is it only English voice?
A: Yes, for now it is only English.

Q. Will there be a boxed version of the game I can purchase?
A. Yes, once the Kickstarter boxes have been sent out, we will be selling an (unsigned) boxed version of the game.

Q: When can I expect my other Kickstarter rewards?
A: Probably a few months after the game releases. We're a small team.

Q: Are you going to open source the game engine?
A: We don't know. If we do, it won't be for several months after the game is released. Open sourcing is not as simple and just releasing a bunch of code, and you'd get to see what a crappy programmer I am.

Q: Help, I'm having issues with my Kickstarter, Humble Bundle or PledgeManger order!
A: Send an email to support [at] thimbleweedpark [dot] com. Don't post questions to the blog.

Q: I really want to buy some Thimbleweed Park t-shirts and mouse pads, where can I get those?
A: Right HERE


Release Date!

by Ron Gilbert
Feb 27, 2017

We had a big meeting this morning and decided that we should announce the release date.

So set your calendar reminders, make sure you've got your "I'm starting to feel sick" routines prepped for the day before release...

You'll be able to play Thimbleweed Park on Thursday, March 30th!!!!!

The game will be released on Mac, Windows, Linux and Xbox One.  Other platforms will follow in a few months.

That is all. Grab a goodie bag on your way out.

- Ron


Compatibility Test

by Ron Gilbert
Feb 23, 2017

UPDATE: We are no longer taking compatibility testers.

Play Thimbleweed Park!

OK, not really, that was kind of a click-bait opening.  But you can play a small section of the game to help us with compatibility testing. And by small piece, I mean just a few rooms you can walk around and see if the game runs on your hardware.  There might be one puzzle.  It's unlikely there will be any spoilers, but if seeing great art is a spoiler, you might want to steer clear.

We're going to start small, only sending out a few copies, then slowly open it up to around one hundred people over the next week unless something goes horribly wrong, in that case we'll just pretend like the whole thing never happened.

If you're interested in helping out, CLICK HERE and fill out this form.

Why don't you just release a demo? I can hear you saying that.

The reason is we don't have a demo that tells the right story. The only thing we have is the Ransome demo shown at PAX and the fan events. It doesn't really tell the story of Thimbleweed Park. A good public demo is like a good movie trailer, it should entice you and leave you with unanswered questions. The Ransome demo does none of that, it can also mislead people into thinking this is a game about a clown, which it is not.

- Ron


Thimbleweed Park Podcast #65


Feb 19, 2017

OMG! WTF! LOL! Just when you'd given up all hope, it's a Thimbleweed Park Podcast!

You can also subscribe to the Thimbleweed Park Podcast RSS feed if that's 'your thing'.

You can also get the podcast directly from iTunes.

- Ron


Steam Page Is Live

by Ron Gilbert
Feb 18, 2017

The Thimbleweed Park Steam page is live. No release date yet, but we're very very very very very very very very (breath) very very very very close to announcing that.

CLICK HERE FOR STEAM PAGE

"What's the hold up with announcing the release date? I thought making games was easy?"

Oh, yeah, don't get me wrong, making games is super easy, it's releasing them that is hard!

The main reason we haven't announced a release date is that we don't want to be wrong. We're working through some last minute technical and marketing issues, but we have 95% confidence that those are resolved.

Trust is, we want to release this game more then you want to play it.

- Ron

P.S. It will also be available on GoG and probably some other online stores.


London

by Ron Gilbert
Feb 12, 2017

Finally back in the States, head to the grindstone, franticly working on Thimbleweed Park. Many thanks to the other team members who picked up the slack.

We had a great time talking to fans and the press, trying to spread the word about this amazing point and click adventure game we're working on. Maybe you've heard of it. It's called Thimbleweed Park. Please buy 10 copies.

Here are some pictures of the London event, curtesy of @FinlayCostello. We had a great time showing everyone the game, signing boxes, taking selfies and 80's Polaroid's.

David, Gary and I will be recording a podcast on Monday. We've been busy working on this amazing point and click adventure game. Maybe you've heard of it. It's called Thimbleweed Park. Please buy 10 copies.


München

by Ron Gilbert
Jan 30, 2017

Had a great great time at the Munich Thimbleweed Park Fan Party.  So many great people, all playing Thimbleweed Park and talking about adventure games. Thanks to everyone that came along. We even had a crappie 1980s polaroid camera to take phone with (no on wanted to be the dead body).


Thimbleweed Park does Europe Update!!!

by Jenn Sandercock
Jan 20, 2017

We've had a great response for our three fan events in Europe! Thanks to everyone who let us know they're coming.

We're now able to confirm that the full details for the fan events are:

Munich

Date: Sunday 29th January 2017
Time: 7:00pm - 11:00pm
Location: Stragula, Bergmannstrasse 66, 80339 München

IMPORTANT NOTE: We were unable to secure a place that can fit more than 80 people and also adheres to our other requirements. We'll do our best to get everyone who turns up to come in. But with over 140 people signed up so far, it might be hard. We're asking for your patience and help in letting everyone have a chance to see the game.

MUNICH UPDATE!

There's been a lot of concern about the venue capacity of our Munich fan event.  We're listening to you.

At this point, it's too late to find somewhere that will be able to fit everyone and meet our requirements. FYI: Our main requirements are to have a relaxed venue where you can hang out with some of the dev team and other adventure game fans. Other venue options that we looked at in Munich that were larger would mean that the event would become more formal and corporate-like. Ron's at his best when he's meeting you all individually, rather than addressing the multitude. We also want a place that served food and drinks.

UPDATED UPDATE: We've been able to arrange it so that we can open to everyone at 5pm (17:00). So that gives us more time for everyone to come, hang out, grow bored, leave and let new people in.

However, we want to make it clear that we will not kick anyone out. We do ask that if you feel like you've had a good experience and there are people waiting outside that you respect them and let them have a chance to come inside and hang with everyone. But we will not kick people out.

We will have a limited number of stations to play the game on, so it's unlikely everyone will get to play, but we won't be kicking people off after a few minutes of play, you will get to complete the demo. This has been true at all the past events and a group usually gathers around the station and everyone played it "adventure game" style. We try and have big monitors so everyone can watch.

We know this isn't ideal, but we hope everyone still has a great time.

Berlin (powered by Games Academy)

Date: Saturday 4th February 2017
Time: 6:00pm - 10:00pm
Location: Games Academy, Rungestraße 20, 10179 Berlin

London

Date: Thursday 9th February 2017
Time: 7:00pm - 11:00pm
Location: Zigfrid von Underbelly, 11 Hoxton Square, London N1 6NU

At each location Ron Gilbert and I (Jenn Sandercock) will be there. At some of the locations some of our European team will join us. In Munich we'll have: Boris Schneider-Johne (German translator), and some of our test team. Joost Peters (programmer) will join us in Berlin. Rob Megone (lead tester) will join us in London. Others of the development team will also try and join us if they can.


Ransome the *Beeping* Clown

by Ron Gilbert
Jan 19, 2017

Ransome the Clown tells you what he really thinks of Thimbleweed Park


Germany and London Events

by Ron Gilbert
Jan 14, 2017

We're going to be do a little press tour in a few weeks through Germany and London and we're going to set up some fan events when you can hang out, chat about adventure games and play a little Thimbleweed Park and complain in person about <insert personal gripe about the game here>.

We looked into going to some other counties, but time and money was a limiting factor, so we apologize for that.

As we say in America: ROAD TRIP!

The prefered way to sign up is with Facebook by going HERE.

Or you can sign up HERE if you don't have Facebook.

But please don't sign up on both or you will make us cry.

We're not announcing where the fan parties are going to be until we have a count of people.

- Ron


For Immediate Release

by Ron Gilbert
Jan 13, 2017


State Of The Game #4

by Ron Gilbert
Jan 12, 2017

It's time for another action packed State of the Game post!  Gather around the radio, turn up the volume, get grandma in the rocking chair, and let's begin.

A lot has changed since Gary and I sat across from each other at lunch and joking said "Let's do a Kickstarter", followed by an awkward moment of silence where we both realized it wasn't a joke.

Would anyone want to play a point-and-click adventure? Would they appreciate the classic nine-verb SCUMM interface? Could we build a game that was how you remember those old game, not how they actually were?  Could we grab a new generation of gamers and shed them of their misgivings about what a point-and-click adventure is?

Well, we were a mere months away from finding out.  It's been a long journey, one that you have shared with us, encouraged us, and held us honest throughout.  I can honestly say, Thimbleweed Park is a better game for having you all here.  And I'm not just blowing smoke up your *beep*.  I'm not that kind of person.

Since our last State of the Game post, we've gone into content lock, meaning all the art is done, all the sound and music is done, and all the puzzles wired up.

We still continue to test and an occasional bug is found where we have to tweak one of the above, but we're not making any more changes or adding any new content.

We've set a date of January 27 as an engine lock for Mac, Windows, Linux and Xbox.  At that point the engine is done and we're adding no new engine code.  We will continue to test and if showstopper bugs are found, they will be fixed, but we're done with the engine.

That is also the version we will submit to Microsoft for Xbox cert, which can take a month.

We're in the process of getting our coming soon Steam page set up, so hopefully that will go live in the near future.

Thimbleweed Park runs on iOS and Android, but we're not actively working on them, there is just too much to do to get the game done on the core platforms.  They will probably come out a few months later.

We haven't announced anything with PS4, but our intentions are to release there was well. As I've mentioned in the past, Microsoft has a three month exclusive, so it will be at least three months after the core platforms.  Our Microsoft deal also specifies that we can't release on any other platform before the Xbox, so Mac, Windows, Linux and Xbox will all release at the same time.   It's not really holding anything back, it's actually giving us breathing room on for getting the Steam builds tight.

The big news over the past few months is the voice acting.  I could write a whole book about the the voice acting (henceforth known as Clusterfuck #1). It has nothing to do with the voice actors, they were all marvelous.  As much as I'd love to shift blame to someone else (I'm taking volunteers), it rests solely on my shoulders.

I contemplated writing about this earlier, but decided to wait and see how it all panned out. Writing about clusterfucks while they are happening invites too much second-guessing (on everyone's part).

We did our first casting back in March, when we did the trailer for Ray.  It's important to remember that Thimbleweed Park has 47 speaking roles, and that is a lot to cast for.  My goal was to cast here in Seattle and use local actors.

We did the casting for Ray and then I planned on doing a full casting in June and the first recording session in time to have voice in for the demo we showed at Seattle PAX.  June came and I was overwhelmed with work, and June became July, we did a first pass at casting, but just weren't finding the talent, then I became overwhelmed with everything else and pretended none of this was happening.  Oh yeah, and a shit-bag was elected president and that didn't help (note to self: get the Russian translations done ASAP).

So now June has become late October and we still don't have the game cast. Panic is at DEFCON 1.

We eventually decided to cast in Vancouver Canada (also known as TV America) and within a few weeks had the game cast and were ready to roll.   The actor who plays Delores is in Seattle, so we recorded her at Bad Animals in Seattle (fun fact: after casting her, she became the Thimbleweed Park sound designer and so is basically the real life Delores).

There is a character in the game who is German and no one we auditioned could do a German accent that didn't sound like something out of Hogan's Heroes.  I contacted Tom Kerstin at Daedalic to see if he could help, and he got in touch with an actor and studio in Germany. Many thanks for that.

In Vancouver we recorded at Studio X Labs, which coincidentally is the same place we recorded DeathSpank.  I went up to Vancouver for a week and we record everyday for 8 hours.  Union actors work in 4 hour stints, so we couldn't record (for example) Reyes for 8 hours each day, we had to split it with other actors and the other roles.

Only the five keys roles needed more than 4 hours, we got everyone else in one 4 hour session.

To record, we'd run though the script and the actor would read each line twice and I'd mark the take I liked, or marked it for pickup. We'd go through around 30 lines, then go back and grab anything anything I'd mark.  Ransome's voice was hard on the actor who played him, so after the first session we had him do each line once, rather than twice. He was amazing, so I rarely needed a retake.

That's the thing about working with pro-actors. They are really good at reading a script and can do 95% of their lines in one take.

All the actors on Thimbleweed Park was a pleasure to work with.

After my week in Vancouver, I came home and we spent the next 3 weeks recording with me calling in on Skype.  All in all, it took 5 weeks to record over 16,000 lines.

Which gets me to the other clusterfuck on my part.  Lauren, David, Jenn and myself wrote way way too much.  I was mentally keeping track of the lines in my head, and I completely misestimated by a factor of 2.  When I first pulled the text and saw how many lines where were, I was shocked and mortified.

Initially, there were more than 16,000 lines (with a third of them needing to be recorded 5 times), so we went through the whole game and blocked characters from going into specific areas they didn't need to go, mostly to save recording.  I don't think players will really notice it. We always gave charaters a good reason for not going somewhere and made sure it wouldn't make a puzzle frustrating.

An example is keeping Ransome out of the Cemetery. There is no puzzle reason for him to go there and we gave him a plausible excuse for not wanting to go in there, so it seems natural.

So, lessons learned (that I already knew but didn't follow):

    1 - Cast early and set a deadline and stick to it.
    2 - Pull a script early and often so you have a real line count.

After recording was done, it's taken another two weeks to go through and cut, clip and process all the dialogue. It's in the game now and it's been transformational. It is so amazing to hear everyone speak.

W00T!

Boris has started the German translation a month ago and a few weeks later we hired the translators for French, Italian and Spanish. They are all on our Slack, so it's fun to chat about odd issues that come up. Each of them has a copy of the game they can debug jump to any room and hot load their translation as they write them.  The translations are all scheduled to be done by the 27th.

We are now fully into the final stages setting up all the marketing and PR. Do not underestimate the importance of these two things, they are just as important as building a great game. But those will have to wait for another post.

So, the bottom line is our evil plan is finally coming together to make a point-and-click adventure game that feels fresh and modern without running from anything that made those games so great.

Thanks for being a part of it.

- Ron


Archive List

Whiteboards - 403 comments - Apr 09, 2017

Patch Notes - 415 comments - Apr 04, 2017

Options - 398 comments - Mar 31, 2017

Released! - 513 comments - Mar 30, 2017

Final Development Post - 384 comments - Mar 28, 2017

Soon Is Soon - 182 comments - Mar 27, 2017

One Last Entry - 263 comments - Mar 18, 2017

Tracking Talkies - 299 comments - Mar 11, 2017

Thimbleweed Park Podcast #66 - 199 comments - Mar 04, 2017

Friday Questions - 271 comments - Mar 01, 2017

FAQ - 103 comments - Feb 28, 2017

Release Date! - 302 comments - Feb 27, 2017

Compatibility Test - 176 comments - Feb 23, 2017

Thimbleweed Park Podcast #65 - 186 comments - Feb 19, 2017

Steam Page Is Live - 150 comments - Feb 18, 2017

London - 217 comments - Feb 12, 2017

München - 175 comments - Jan 30, 2017

Thimbleweed Park does Europe Update!!! - 113 comments - Jan 20, 2017

Ransome the *Beeping* Clown - 134 comments - Jan 19, 2017

Germany and London Events - 114 comments - Jan 14, 2017

For Immediate Release - 184 comments - Jan 13, 2017

State Of The Game #4 - 231 comments - Jan 12, 2017

1084 Library Books Reviewed! - 276 comments - Dec 29, 2016

Seckrit PAX Footage - 29 comments - Dec 28, 2016

Thimbleweed Park Podcast #64 - 165 comments - Dec 18, 2016

Tutorials - 286 comments - Nov 28, 2016

Thimbleweed Park Podcast #63 - 156 comments - Nov 19, 2016

Zero Bugs - 160 comments - Nov 16, 2016

Thimbleweed Park @ PAXAus - 108 comments - Nov 06, 2016

Text Lock - 153 comments - Oct 27, 2016

Thimbleweed Park Down Under - 35 comments - Oct 24, 2016

Thimbleweed Park Podcast #62 - 84 comments - Oct 22, 2016

No Podcast This Week - 123 comments - Oct 15, 2016

Thimbleweed Park on the iPhone - 132 comments - Oct 11, 2016

Content Complete - 146 comments - Oct 06, 2016

Thimbleweed Park Podcast #61 - 110 comments - Sep 30, 2016

Podcast Delay - 91 comments - Sep 25, 2016

Friday Questions - 154 comments - Sep 21, 2016

Final Phonebook Import - 123 comments - Sep 19, 2016

Title Cards - 102 comments - Sep 14, 2016

Thimbleweed Park Podcast #60 - 87 comments - Sep 07, 2016

More PAX West - 60 comments - Sep 06, 2016

PAX Setup - 55 comments - Sep 03, 2016

PAX West 2016 - 26 comments - Aug 30, 2016

The Library Is Closed - 74 comments - Aug 29, 2016

UI Changes - 183 comments - Aug 24, 2016

Thimbleweed Park Podcast #59 - 46 comments - Aug 22, 2016

Meet Delores - 179 comments - Aug 17, 2016

Get Your Creative On - 308 comments - Aug 11, 2016

Gamescom and PAX 2016 - 26 comments - Aug 10, 2016

Last 24 Hours!!! - 58 comments - Aug 08, 2016

Thimbleweed Park Podcast #58 - 45 comments - Aug 06, 2016

Friday Questions - 160 comments - Aug 04, 2016

Time-lapse of Agent Ray - 56 comments - Aug 01, 2016

Books Desktop - 35 comments - Jul 30, 2016

Last Week To Become A Backer - 71 comments - Jul 28, 2016

Cemetery - 93 comments - Jul 27, 2016

Thimbleweed Park Podcast #57 - 41 comments - Jul 24, 2016

Thimbleweed Park Podcast #56 - 34 comments - Jul 17, 2016

Eyes - 100 comments - Jul 12, 2016

Thimbleweed Park Podcast #55 - 39 comments - Jul 10, 2016

My Mac Crashed Again - 53 comments - Jul 09, 2016

Win! Win! Winners! - 105 comments - Jun 27, 2016

The Wrench Puzzle - 89 comments - Jun 23, 2016

Win! Win! Win! Again! - 359 comments - Jun 22, 2016

Thimbleweed Park Podcast #54 - 73 comments - Jun 19, 2016

Win! Win! Win! - 466 comments - Jun 16, 2016

The New T-Shirts Are Here! The New T-Shirts Are Here! - 55 comments - Jun 14, 2016

Thimbleweed Park Podcast #53 - 61 comments - Jun 11, 2016

The TesterTron 3000™ - 31 comments - Jun 11, 2016

New Thimbleweed Park Teaser Video - 151 comments - Jun 06, 2016

Thimbleweed Park Podcast #52 - 44 comments - Jun 05, 2016

Friday Questions - 160 comments - Jun 01, 2016

Thimbleweed Park Podcast #51 - 60 comments - May 29, 2016

SPOILER: There Is Not A Door On Top Of The Vista - 105 comments - May 26, 2016

Thimbleweed Park Podcast #50 - 124 comments - May 21, 2016

Schedule - 211 comments - May 18, 2016

Thimbleweed Park Podcast #49 - 67 comments - May 14, 2016

No Podcast This Week - 106 comments - May 06, 2016

State Of The Game #3 - 174 comments - May 04, 2016

Thimbleweed Park Podcast #48 - 104 comments - Apr 30, 2016

PAX East 2016 Report - 277 comments - Apr 23, 2016

Thimbleweed Park Podcast #47 - 134 comments - Apr 16, 2016

ThimbleCrash - 120 comments - Apr 11, 2016

Pledge FAQ - 70 comments - Apr 06, 2016

Thimbleweed Park Podcast #45 - 82 comments - Apr 02, 2016

Play Thimbleweed Park at PAX East - 43 comments - Mar 31, 2016

Friday Questions - 158 comments - Mar 30, 2016

Thimbleweed Park Podcast #44 - 32 comments - Mar 28, 2016

GDC 2016 In The Can - 121 comments - Mar 22, 2016

GDC or Bust! - 248 comments - Mar 11, 2016

Thimbleweed Park Trailer - 317 comments - Mar 03, 2016

Thimbleweed Park Podcast #43 - 37 comments - Feb 27, 2016

Elevator Speedrun - 75 comments - Feb 21, 2016

Thimbleweed Park Podcast #42 - 55 comments - Feb 20, 2016

WANTED: Playtesters - 58 comments - Feb 18, 2016

Thimbleweed Park Podcast #41 - 57 comments - Feb 13, 2016

Friday Questions - 110 comments - Feb 10, 2016

TextTron 3000™ - 76 comments - Feb 09, 2016

Thimbleweed Park Podcast #40 - 31 comments - Feb 06, 2016

Controllers - 148 comments - Feb 02, 2016

Thimbleweed Park Podcast #39 - 37 comments - Jan 30, 2016

Thimbleweed Park Podcast #38 - 46 comments - Jan 27, 2016

Thimbleweed Park Podcast #37 - 60 comments - Jan 19, 2016

No Podcast This Week - 62 comments - Jan 16, 2016

The Newest Code Monkey’s Report - 111 comments - Jan 11, 2016

Thimbleweed Park Podcast #36 - 15 comments - Jan 08, 2016

Pseudo Rooms - 90 comments - Jan 05, 2016

Thimbleweed Park Podcast #35 - 16 comments - Jan 01, 2016

Voicemail Testing - 59 comments - Dec 28, 2015

No Podcast For You - 41 comments - Dec 24, 2015

18 Minutes of Thimbleweed Park - 126 comments - Dec 22, 2015

Thimbleweed Park Podcast #34 - 40 comments - Dec 19, 2015

Special Case Animations II - 84 comments - Dec 14, 2015

Thimbleweed Park Podcast #33 - 17 comments - Dec 12, 2015

Refining Ransome - 83 comments - Dec 09, 2015

Thimbleweed Park Podcast #32 - 33 comments - Dec 06, 2015

The Podcast is Delayed Until Sunday - 58 comments - Dec 05, 2015

Friday Questions - 106 comments - Dec 02, 2015

I'm Just Going to Write - 144 comments - Dec 01, 2015

Thimbleweed Park Podcast #nan - 25 comments - Nov 27, 2015

Our First Playtest - 106 comments - Nov 24, 2015

Thimbleweed Park Podcast #31 - 43 comments - Nov 21, 2015

Happy Birthday Thimbleweed Park - 103 comments - Nov 18, 2015

Thimbleweed Park Podcast #30 - 42 comments - Nov 14, 2015

Early Brainstorm - 88 comments - Nov 10, 2015

Thimbleweed Park Podcast #29 - 36 comments - Nov 07, 2015

Friday Questions - 132 comments - Nov 04, 2015

Sprintastic - 58 comments - Nov 03, 2015

Thimbleweed Park Podcast #28 - 33 comments - Oct 31, 2015

Translation Baby Steps - 154 comments - Oct 26, 2015

Thimbleweed Park Podcast #27 - 39 comments - Oct 24, 2015

Save Game - 131 comments - Oct 19, 2015

Thimbleweed Park Podcast #26 - 33 comments - Oct 17, 2015

Thimbleweed Park Gameplay - 196 comments - Oct 12, 2015

Thimbleweed Park Podcast #25 - 40 comments - Oct 10, 2015

Team Thimbleweed - 135 comments - Oct 05, 2015

Thimbleweed Park Podcast #24 - 103 comments - Oct 03, 2015

Friday Questions - 205 comments - Sep 30, 2015

Occult Bookstore - 198 comments - Sep 28, 2015

Thimbleweed Park Podcast #23 - 27 comments - Sep 26, 2015

Slicy - 52 comments - Sep 21, 2015

Thimbleweed Park Podcast #22 - 29 comments - Sep 19, 2015

A Pixel Here a Pixel There... - 90 comments - Sep 14, 2015

Thimbleweed Park Podcast #21 - 36 comments - Sep 12, 2015

Budget - 133 comments - Sep 07, 2015

Thimbleweed Park Podcast #20 - 61 comments - Sep 05, 2015

The Secret of Monkey Island Turns 25! - 0 comments - Sep 03, 2015

Walking and Talking - 145 comments - Aug 31, 2015

Thimbleweed Park Podcast #19 - 52 comments - Aug 28, 2015

Friday Questions - 118 comments - Aug 27, 2015

State Of The Game #2 - 97 comments - Aug 24, 2015

Thimbleweed Park Podcast #18 - 23 comments - Aug 21, 2015

Radio Station - 102 comments - Aug 17, 2015

Thimbleweed Park Podcast #17 - 30 comments - Aug 14, 2015

Inventory Icons - 77 comments - Aug 13, 2015

Gamescom Debrief - 82 comments - Aug 11, 2015

Thimbleweed Park Is Coming to Xbox - 163 comments - Aug 04, 2015

Thimbleweed Park Podcast #16 - 85 comments - Jul 31, 2015

Occult Books - 1046 comments - Jul 27, 2015

Thimbleweed Park Podcast #15 - 30 comments - Jul 25, 2015

Gamescom 2015 - 49 comments - Jul 24, 2015

Cutting - 99 comments - Jul 20, 2015

Thimbleweed Park Podcast #14 - 28 comments - Jul 17, 2015

QuickiePal - 228 comments - Jul 16, 2015

The Drinking Fountain Whisperer - 168 comments - Jul 13, 2015

Thimbleweed Park Podcast #13 - 25 comments - Jul 10, 2015

Exploring Delores IIIII - 128 comments - Jul 08, 2015

Pep - 39 comments - Jul 06, 2015

Thimbleweed Park Podcast #12 - 16 comments - Jul 03, 2015

Exploring Delores IIII - 47 comments - Jul 02, 2015

Dialog Puzzles - 128 comments - Jun 30, 2015

Monday Post Delayed - 27 comments - Jun 29, 2015

Thimbleweed Park Podcast #11 - 42 comments - Jun 26, 2015

Office Areas - 52 comments - Jun 25, 2015

Special Case Animations - 66 comments - Jun 22, 2015

Thimbleweed Park Podcast #10 - 28 comments - Jun 19, 2015

Exploring Delores III - 29 comments - Jun 18, 2015

A Bus And An Elevator Walk Into A Bar... - 115 comments - Jun 15, 2015

Thimbleweed Park Podcast #9 - 44 comments - Jun 12, 2015

Design Dilemma - 30 comments - Jun 10, 2015

Exploring Delores II - 28 comments - Jun 08, 2015

More Mark Ferrari - 83 comments - Jun 03, 2015

Mark Ferrari™ Joins Team Thimbleweed™ - 108 comments - Jun 01, 2015

Thimbleweed Park Podcast #8 - 17 comments - May 29, 2015

Exploring Delores - 127 comments - May 25, 2015

Thimbleweed Park Podcast #7 - 23 comments - May 22, 2015

Almost Final Puzzle Dependency Charts - 34 comments - May 18, 2015

Thimbleweed Park Podcast #6 - 12 comments - May 15, 2015

Quick Sketching - 35 comments - May 13, 2015

State Of The Game - 72 comments - May 11, 2015

Thimbleweed Park Podcast #5 - 22 comments - May 08, 2015

TesterTron3000 - 66 comments - May 02, 2015

Thimbleweed Park Podcast #4 - 21 comments - May 01, 2015

Now With More Email Signup! - 30 comments - Apr 28, 2015

Walk Boxes! - 46 comments - Apr 27, 2015

Thimbleweed Park Podcast #3 - 21 comments - Apr 24, 2015

Comics On The Side - 26 comments - Apr 23, 2015

Act 1, 2 and 3 Combined Puzzles - 54 comments - Apr 20, 2015

Thimbleweed Park Podcast #2 - 35 comments - Apr 17, 2015

Thimbleweed Park Podcast #1 - 48 comments - Apr 13, 2015

Thoughts On Props - 46 comments - Apr 09, 2015

Engine Roadmap - 65 comments - Apr 07, 2015

Everyone Panic... Monday's blog entry delayed until Tuesday. - 12 comments - Apr 06, 2015

Parallax - 79 comments - Apr 01, 2015

Modernizing - 104 comments - Mar 30, 2015

Badges? We Don't Need No Stinkin' Badges! - 80 comments - Mar 26, 2015

Wireframing the Game - 34 comments - Mar 23, 2015

Your Kickstarter Dollars At Work! - 43 comments - Mar 20, 2015

Wimpy - 88 comments - Mar 16, 2015

The Big Decisions - 40 comments - Mar 14, 2015

What Can We Be Doing Better? - 104 comments - Mar 13, 2015

Pass One Of Act 2 Puzzles - 43 comments - Mar 11, 2015

Switching And Inventory - 103 comments - Mar 09, 2015

Characters! Characters! Characters! - 89 comments - Mar 01, 2015

Bonus Movie and Mr Spock - 31 comments - Feb 27, 2015

Brainstorming Like It's 1987 - 51 comments - Feb 24, 2015

More Maps and Puzzles - 49 comments - Feb 23, 2015

Missed the Kickstarter? - 13 comments - Feb 20, 2015

UI in Action - 92 comments - Feb 17, 2015

Monday Updated Pushed To Tomorrow. - 9 comments - Feb 16, 2015

Quickie Bathroom - 35 comments - Feb 11, 2015

Maps and Puzzles - 49 comments - Feb 09, 2015

Town Building Concepts - 36 comments - Feb 04, 2015

Scrolling Rooms - 58 comments - Feb 02, 2015

Not A Postmortem - 33 comments - Feb 01, 2015

Pigeon Brothers - 14 comments - Jan 30, 2015

Gypsy Store Concept - 36 comments - Jan 29, 2015

Taming the Design - 53 comments - Jan 27, 2015

We're Walking And We're Walking - 56 comments - Jan 25, 2015

Scripting Test - 73 comments - Jan 20, 2015

Thinking About Locations and Characters - 54 comments - Jan 19, 2015

Linux - 88 comments - Jan 15, 2015

Story Layout - 80 comments - Jan 12, 2015

Maniac Mansion, The Cave and Thimbleweed Park - 135 comments - Jan 08, 2015

ThimbleCon '87 - 33 comments - Jan 07, 2015

I Got Nothing Done - 32 comments - Jan 06, 2015

Engine - 61 comments - Jan 05, 2015

Important Question - 48 comments - Jan 02, 2015

Day 1 - 55 comments - Jan 02, 2015

First Post - 78 comments - Jan 01, 2015