Tutorials

by Ron Gilbert
Nov 28, 2016

I hate tutorials. I really hate tutorials. Let me just get that out of the way.

OK, now all that said, I just got done adding the tutorial to Thimbleweed Park.

Working on tutorials isn't something that I hate, it's something that actually makes me angry.  Tutorials have about as much place in narrative games as they do in a movie. Can you imagine sitting down to watch a film and having pop-ups come on screen to tell you who the protagonist was and when a plot point happened?

Now, the big difference in a movie and a game is, when watching a movie you just sit there. Understanding the movie might affect your enjoyment, but not understanding who the protagonist is doesn't cause the film to stop, or move in slow motion.  I will grant you that.

I think the main reason I hate tutorials is they are conditioning players to be un-inquisitive. Modern players often expect to be led through the experience, and it's starting to go beyond just the tutorial, but into the game itself. Some players don't want to explore, they want to be told where to go and what to do.  They are being conditioned to do only what they are told to do.

For me, part of the enjoyment of starting a new game is figuring out what I can and cannot do. I enjoy exploring the bounds of the game. I want to feel clever when I figure out a short cut.

The problem Thimbleweed Park (and any point and click adventure) has is that it's complex. Not just in the logic, but the UI.

In the good old days, it would take 20 minutes to install the game from floppy, so to kill some time, we'd read the manual.

Today, players just jump right into the game and a large share of them are immediately frustrated when they don't know exactly what to do (I'm not talking about the puzzles, but what to click on and how).

If you're well versed in the language of adventure games, then it's quite self evident, but if you're new to adventure games, it can be a little unwieldy.  Part of the goal of Thimbleweed Park is to convince a large group of people that love narrative games, but don't play point-and-click games, to give Thimbleweed park a shot.  If you liked Firewatch or Gone Home, you'll love Thimbleweed Park.

But, Thimbleweed Park is a lot more complex than either of those two games and can be daunting to a new-to-point-and-click player.

For those people, I think we need a tutorial (please understand I can came to this conclusion kicking and screaming).

Since the beginning, the story of Thimbleweed Park started out in this little self-contained area, and we designed the first few puzzles to teach you the basics: opening a door, talking to someone, picking up objects and using them.

While this steps a new player through the basics early on, it's not telling you "how" to do these things and that is where a small, lightweight tutorial comes in.  "This is how you open a door" and "this is how you pickup an object and use it".

How to do these thins probably seems obvious to everyone reading this blog, but if you've never played a point-and-click adventure before, it's actually not.  You couple this with some players reluctance to just explore the UI and it's going to be tears all around (mostly from me when I have to go get a real job).

The compromise I reached with myself is: the tutorial will only happen in "easy" mode. If you select hard mode and dive right in, we're going to assume you know what you're doing, or you don't mind a good challenge.

I felt dirty for a day, then took a good shower and now I feel fine.

We're hoping to get a chance to test the tutorial out on casual players that have never played a point-and-click adventure. Given the circles we travel in, that's harder than it might sound.

- Ron


Thimbleweed Park Podcast #63

by Ron Gilbert
Nov 19, 2016

Join us as we discuss the beeping beepers and beeping in general.

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


Zero Bugs

by Ron Gilbert
Nov 16, 2016

We've reached the next important milestone in our quest to releasing a game, and it's called Zero Bugs.

As of the 15th, we have zero bugs in our bug lists. That's not to say the game has zero bugs (far from it), but we fixed everything, and if we didn't fix it because it wasn't that important, we closed it.

Zero Bugs.

Testers continue to test and file bugs, but the rule now is at the end of each day, there are zero bugs in the bug database.  We also take a hard look at the bugs coming in and decide whether to fix it or not.  Sometimes the bug isn't that critical or it's an edge case, so we just close it. Other bugs are just too dangerous to fix and they aren't that important. If it was 2 months ago, we would fix it, but not now.

It's important to clarify what we mean by bug.

If something crashes the game, or makes the game unplayable or is painfully ugly, it's a A bug and we fix it.  If it's just something that makes the game a little glitchy and it's not common, that's a B bug and we'll fix it if there is time and it's a safe fix.  Bugs that are unlikely that anyone would even notice or are rare edge cases, those are C bugs and usually just get closed.

We had a bug where sometimes (rarely) an actor would face the wrong direction when you gave them something. Fixing it would touch a lot of code and there was a high likelihood of breaking other code, so we opted to not fix it.  It the kind of bug you might see once in an entire playthrough.

We had another bug where the input and cursor were being turned off for a split second to keep the player from messing up a special-case animation, but a bug caused the input to be turned on prematurely and left on during a cut-scene.  It's an edge case, but the consequences catastrophically break the game, so we had to fix that, despite needing to touch a lot of code to do so.

Testers still continue to report everything and we triage all the new bugs each day.

The thing about fixing bugs is, anytime to fix a bug, there is a likelihood you'll introduce a new bug, so we don't want to just keep fixing.  The goal is to get a completely stable version where testers aren't finding any A or B bugs anymore.  The only way to accomplish that is to lock the code down as much as possible.

We want to say there will be no bugs in the game, but that's just not realistic.  The game has close to 100,000 lines of code and that is only the game code, not the engine. It's a complex beast.

There is a point where you have to say: we're done.  If you don't, you never finish.

That is the real reason for these milestones: to force us to make hard decisions and move on.

Now, all that said. The Zero bugs relates to the game code, there are still several open bugs related to the engine and platforms, but there don't affect the game.  An example of one of these is, when you scale the screen for safe mode, garbage shows up along the edges. That has nothing to do with the game code, and is purely an engine issue, so it's low priority. There are 10 or 20 such bugs, but we decided to focus on the game related bugs first.

I also have a big memory leak I need to find and fix. It's not the kind of memory leak a leak detector will ever find, it's memory the game is holding onto because it thinks it needs to, but doesn't. That's going to take me a few days of lock-myself-in-a-room-debugging to find.

There are also a lot of issues with the Xbox port, mostly related to Microsoft's cert issues, but that's probably a whole ‘nother blog post.

- Ron


Thimbleweed Park @ PAXAus

by Ron Gilbert
Nov 06, 2016

We had a great time at the Thimbleweed Park community event in Melbourne.  We didn't have a booth (apologies to those of you who wondered around the floor looking for us), but opted instead for a open event that anyone could come to and enjoy a nice drink.  We didn't have the budget to ship our whole booth the Australia, or pay for booth space.

Instead, we took over a corner in a bar close to the convention center and set up a station for anyone to play.

It's hard to say how many people came, there was another PAX event there, and it was still open to the public, but a lot of people came by to say hi and we had some great conversation about adventure games, pixels, Thimbleweed Park, Maniac Mansion, and Monkey Island.

Great fun all around!

We're planning on a trip to Europe in January.  I don't know where we'll stop, budget is pretty limited, but we'll do a few community events.

- Ron


Text Lock

by Ron Gilbert
Oct 27, 2016

We've now entered the next phase along our wonderful journey to release a game, and it's called Text Lock.

A few weeks ago we entered content complete, where all the art, animation, puzzles, and music were in the game and no more could be added.  Text lock means all the text is now final. We've made all the last minute edits, additions, and now we're stuck with what we have. No more text changes.

The text in the game started out like this...

deloresRoomActionFigures2 =
{
    name ="action figures"
    verbLookAt = function()
    {
        sayLine(delores, "These are part of my action figure collection, including my prized Howard the Duck.")
    }
    verbDefault = function()
    {
        noReach()
        sayLine(delores, "These are in MINT CONDITION! No way I'm going to touch them.")
    }
}

A few months ago, I ran a series of python scripts and we got this...

deloresRoomActionFigures2 =
{
    name = NAME(0,"action figures")
    verbLookAt = function()
    {
        sayLine(delores, DELORES(0,"These are part of my action figure collection, including my prized Howard the Duck."))
    }
    verbDefault = function()
    {
        noReach()
        sayLine(delores, DELORES(0,"These are in MINT CONDITION! No way I'm going to touch them."))
    }
}

Each line was wrapped in a MACRO, identifying who said the line and unique text id.  The text ids are set to 0, because they have not been extracted into the text DB yet. We lived with this for few weeks, making any changes to the text we needed.

There is also code in the game that displays a warning if it encountered any text that hadn't been wrapped with the MACROs (the python program missed a few lines due to formatting).

Last week, I extracted all the text from the game, turning the lines into this...

deloresRoomActionFigures2 =
{
    name = NAME(27084,"action figures")
    verbLookAt = function()
    {
        sayLine(delores, DELORES(27342,"These are part of my action figure collection, including my prized Howard the Duck."))
    }
    verbDefault = function()
    {
        noReach()
        sayLine(delores, DELORES(27341,"These are in MINT CONDITION! No way I'm going to touch them."))
    }
}

when the final python program was run, adding the text ids, a .tsv file (Tab Separated Values) was written out that looks like this (don't be fooled, the actual file is 11,000 lines long)....

NAME 27084 action figures
DELORES 27342 These are part of my action figure collection, including my prized Howard the Duck.
DELORES 27341 These are in MINT CONDITION! No way I'm going to touch them.

The translators then translate the text in the .tsv file and the game loads a different file, depending on the language.

The text MACROs are pretty simple.

#macro NAME($a,$b) "@$a:$b"
#macro TEXT($a,$b) "@$a:$b"
#macro DELORES($a,$b) "@$a:$b"

During  preprocessing phase, they take the ID and the TEXT and merge it into a string...

"@27341:These are in MINT CONDITION! No way I'm going to touch them."

The advantage is the text is still a simple string, easily passed around the code. When a sayLine command is called in the engine, it extracts the ID and looks up in the text DB and display the translated line.

Starting next week, the MACRO will be replaced with this...

#macro NAME($a,$b) "@$a"
#macro TEXT($a,$b) "@$a"
#macro DELORES($a,$b) "@$a"

All the text is removed from the preprocessed version of the code, so when the game ships, all the text has been removed, but it still stays in the source to make it easy for us.

We have several macros to help the translator and also to make script extraction for voice recording easy:

// Text that is displayed, but never voiced
#macro TEXT($a,$b) "@$a:$b"

// Names of objects.
#macro NAME($a,$b) "@$a:$b"

// Text that appears in art, but never appears as text strings.
#macro ART($a,$b) ""

// Text that would be said, but is never voice, like some dialog choices that are never echoed back.
// Translators need to translate it, but voice actors don't need to record it.
#macro NOTALK($a,$b) "@$a:$b"

// Text displayed on computer screens in the game.
#macro TERM($a,$b) "@$a:$b"

// System text, such as the options screens.
#macro SYSTEM($a,$b) "@$a:$b"

// Ray and Reyes
#macro AGENT($a,$b) "@$a:$b"

// Agents and Delores. Useful when Ransome has an alt line.
#macro PLAYER_AD($a,$b) "@$a:$b"

// Agents and Ransome. Probably not used a lot.
#macro PLAYER_AR($a,$b) "@$a:$b"

// Agents, Delores and Ransome. This will be the most common in the world, not in the hotel.
#macro PLAYER_ADR($a,$b) "@$a:$b"

// Delores and Ransome. Useful if the agents have a separate sayLine.
#macro PLAYER_DR($a,$b) "@$a:$b"

// Everyone. Probably used in the Hotel.
#macro PLAYER_ADRF($a,$b) "@$a:$b"

// Agents, Delores and Franklin. Ransome alt lines in the hotel.
#macro PLAYER_ADF($a,$b) "@$a:$b"

// Agents, Ransome and Franklin. Delores alt lines in the hotel.
#macro PLAYER_ARF($a,$b) "@$a:$b"

// Lines said by only one character
#macro RAY($a,$b) "@$a:$b"
#macro REYES($a,$b) "@$a:$b"
#macro RANSOME($a,$b) "@$a:$b"
#macro DELORES($a,$b) "@$a:$b"
#macro FRANKLIN($a,$b) "@$a:$b"
...
...
...

Text wrapping can get complex. but we need it this way to extract scripts for recording. If the game wasn't voiced, we could get away with just a TEXT macro, or maybe just the character ones to help the translator, but since the game is not only voiced, but has five playable characters, all who might or might not be saying the same lines, it gets complex.

Now that everything has been extracted and numbers, the file is off to Boris and he's started the German translation. In a couple of weeks, I'll hand it off to the other translators. I wanted to use Boris as a test case, to make sure everything was working before we had five people doing translation.

Like content complete, text lock is an important milestone. It's not only important in that it gives us a goal to push for, but it's also important just from the point of discipline.  We could make art and text tweaks forever and each one would make the game -1% to 1% better.  There comes a point where you just need to stop and that is what these milestone are for. They are saying, it's time to move on.

Now, occasionally, we will come across a line of text that NEEDS to change.  If it's just a typo or spelling error, we just make it since it doesn't affect the translators or the voice actors.

But if it changes the meaning of the line, or a new lines MUST be added, we have the following process.

The first step is to talk about it, make sure we really need to add or change the line. The second step is to see if there is an existing line that will work just as well, or at least 75% as well.  The final stage is to change or add the line, but we mark is as follows...

sayLine(delores, DELORES(0,"**These are in CRAPPY CONDITION! I should sell them."))

If this is the only place in the game the line was used, we'll leave the text id. If there are other places that still need the old line, we'll reset the id to 0.

At some point a few weeks from now, I'll rerun the extractor and pull all the lines that have "**" and send them to the translators. If voice recording has already happened, they get add to the lines for the pick-up session.

And that's all there is. Making games is easy.

- Ron


Thimbleweed Park Down Under

by Ron Gilbert
Oct 24, 2016

We're heading to PAX Australia (with a stop over at GCAP) next week and we'll be doing a small community event where you can have the opportunity to play a little Thimbleweed Park. It's an adventure game, perhaps you've heard of it?

All the detail are on our Facebook page because that's where all the cool kids are.

Hope to see you in Melbourne on the 5th.

We're planning some more events in Europe, in the coming months.

- Ron


Thimbleweed Park Podcast #62

by Ron Gilbert
Oct 22, 2016

Join us for the amazing podcast where I forgot to press the record button.

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


No Podcast This Week

by Ron Gilbert
Oct 15, 2016

I hope everyone remembers where they kept their pitchforks, tar and feathers, because there is going to be no podcast this week.

As I mention in the last action-packed Thimbleweed Park dev blog update, we are heading for content complete today (in reality, we'll have tomorrow), and everyone is completely slammed.

Content complete is looking good, I think we'll make it, but not without a little fudging.  Some tasks are being pushed out because, "yeah, we could ship without that", in reality, it would pain us to do so. We'll quickly scramble to hit those post CC, because, yeah, we could ship without it.

As I mention in the last post, deadlines like content complete are important because it keep everyone laser focused.  If you hit 90% of the milestone, you're doing good. If you didn't have the milestone and the laser focus, you'd never get anything done.

If we had a publisher, there would be payments tied to the milestone. Until the milestone was met, we wouldn't get the next check and couldn't pay people. That's always a big motivator.

We don't have a publisher, so there are no payments tied to the milestone, but we have a very limited (and at this point, tight) budget. We can't just keep going, because we'll run out of money to pay people.  Same thing, really.

But honestly, even if we had a ton of money left, we'd still be pushing for these milestones. We want to get the game done as much as you want to play it.

Anyway... no podcast this week.

- Ron


Thimbleweed Park on the iPhone

by Ron Gilbert
Oct 11, 2016

Thimbleweed Park is running on both the iPhone and Android. With no UI changes, it's surprisingly playable, even on a small screen. We're planning on several changes that make touch work better, but still retain the classic UI feel.

It's still along ways off, but here is a sneak preview.

Joost, our Linux programmer did both the ports.


Content Complete

by Ron Gilbert
Oct 06, 2016

It's been a busy last few weeks.  The stress is really starting to get to me. I don't handle stress well.  I tend to become hyper-focused on the cause of stress, which often makes it worse. There is nothing more or less stressful about finishing Thimbleweed Park than any other game I've done. It always happens.

When it gets to this point, I always say "I'll never do this again", then I do.

On October 15th, we're scheduled to hit "content complete". Every project and company has a different definition for content complete, mine is: every piece of art, animation, sound, music and puzzle is in the game. If not for bugs, you could ship the game.

Content complete is important, because up to that point, you're probably creating more bugs then you're fixing. After content complete, it should be about fixing bugs. The list should always be getting smaller, not bigger.

I also think content complete is an important milestone because it forces you to finish the damn game. I come across so many indie developers that don't know how to finish, they keep adding and changing. Having a firm date you drive towards is important, you won't ever finish without it.

We could work on Thimbleweed Park for two more years. It would make the game different, but probably not better. Just finish your damn game.

October 15th: Content complete. Oh shit, that's 5 days away. We're screwed.

No, we're fine. We always are.

I extracted all the text a few weeks ago and was shocked.

There are over 16,000 recordable lines in the game. That's twice what I expected. It was a "oh shit" moment.

Since then we've gone through the game and found a lot of places where all 5 characters are saying something, but realized that only one of them will ever actually say it. We've also found several places where it's easy (and makes sense from a game/story standpoint) to block a character from a small section of the world. This has also saved a lot of dialog. We were also letting all 5 characters do stuff that is "official binsness" that only the agents should be doing. That has also saved dialog.

It's still going to end up being 50% more dialog than I expected, and that's going to put budget pressure on us, but it should be fine.

In hindsight, I should have realized this. In hindsight, I should have been extracting the dialog on a monthly basis and keeping a better eye on it.  Writing is fun. We used to say "dialog is free", but that's no longer the case.

- Ron


Thimbleweed Park Podcast #61

by Ron Gilbert
Sep 30, 2016

Finally!!!!!

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


Podcast Delay

by Ron Gilbert
Sep 25, 2016

I caught a bad cold last week that I am just now getting over.  Due to feeling like crap, and having a voice to match, we didn't record the Friday Questions podcast. We'll record it on Monday and I'll have it edited and posted by Tuesday.

Sorry for the inconvenience.

UPDATE

I'm feeling better. We recorded the podcast yesterday. I need to fly to Argentina tomorrow, so I'll edit it on the plane and upload it when I get there. Scrambling to get everything done before leave.

- Ron


Friday Questions

by Ron Gilbert
Sep 21, 2016

It's time for Friday questions!

Things are crazy around Team Thimbleweed right now, but we'll take the time off to do a Friday Questions podcast.

Make the questions good and remember, only one question per comment.

- Ron

COMMENTS ARE CLOSED
COMMENTS ARE CLOSED
COMMENTS ARE CLOSED


Final Phonebook Import

by Ron Gilbert
Sep 19, 2016

Over the weekend, I did a final import of the phonebook and voicemails.

Here are the stats:

Total names in phonebook: 3457
Total voicemail messages: 1848

Never entered a name: 457 (not included in counts above)

Total size of all messages (uncompressed): 2.72G
Total size of all messages (processed, compressed): 166M

Of the 1848 VM files, 7 were uploaded corrupt and couldn't be converted (or even listen to).  Since it was a small number, we'll email those people to get us new files.

3 people have incomplete information. It looks like they started, but never finished.  They will also get an email.

27 backers went to the webpage, but never entered information. Over the course of the past 6 months, we've sent out a lot of reminders, so they will not be included.

We have not done a vetting of all the VM to see if any are obscene or violate the rules. Of the few hundred I've listen to so far, they all are fine. I'm optimistic that very very few (if any) will be culled.

There is a drastic range of recording quality (as you'd expect on a real VM), so some of them might be hard to understand.  They were all normalized to try and get a consistent volume. I'm sure we could spend a lot more time processing the recordings, but we also have a game to make.

Thanks to all the Kickstarter backers who submitting voicemail messages. There is an achievement for listening to all 1848 of them. Have fun with that.

- Ron


Title Cards

by Ron Gilbert
Sep 14, 2016

Several months ago, there was a lot of chatter on the blog about if we were going to have title cards showing the acts or parts, like Monkey Island had.

I've been against them from the beginning. It just didn't feel like it fit the game, but as time moved on and the scope of the game and story became apparent, I've changed my mind.

For those of you clamoring for title cards, I'm happy to report they are in the game. I started by using them to break up the acts, but soon realized that wasn't enough.

Thimbleweed Park (for better or worse) is a big game. It's not only big, but it's a complex story that weaves around, pretending to be one thing, then veering off to be another, and then juts in an unexpected direction just when you think you've figured it out.

It's a complex story.

One thing we noticed while playtesting is there are these big story beats, and while the story felt good at those locations, the game became a little unfocused.  The title cards help to return that focus without long expository cut-scenes. The cards are short and simple and say "Hey! This is where we're going".  It also gives players a sense of progress and completion, despite not knowing how many parts there are.

So, there you go.

- Ron


Thimbleweed Park Podcast #60

by Ron Gilbert
Sep 07, 2016

The Trump campaign is in complete disarray after a surprise Wednesday 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


More PAX West

by Ron Gilbert
Sep 06, 2016

More exciting pictures from Thimbleweed Park at PAX West.  PAX West was four days and the forth day was grueling, but the excitement and energy around the booth kept us going.

Like PAX East, we had four stations that remained full right up to closing time when we had to kick people off.  At PAX East we had a long line of people waiting to play, but for west we created a signup list, so people could get their name on it and then go off for a bit and come back. Hard to tell for sure, but it seem to work a lot better.

It was great to meet so many backers and blog readers.  We also had a lot of people come up that had never heard of the game before, but they were big Monkey Island and Maniac Mansion fans. We also had people that had never really played adventure games before, so it was nice to see their reaction.  Much disappointment that the game wasn't out yet.

But all good things must come to an end, and it was time to dismantle the booth. It took up a whole day to set up and a little more than an hour to tear down.

Everything packed into my Jeep ready for storage until next time.

Thanks to David and Chase for watching the booth and helping get people signed up and playing. Thanks to our friends Sophie and Owen who took some shifts and helped out.  Elise, who does the voice for Delores, even stopped by to help out for a few hours.  And huge thanks to ThimbleTeam member Jenn who designed and organized the booth and all our merch.

And most of all, thanks to everyone that stopped by to say hi and play the game.

We're trying to figure out how to do something like this in Europe. The logistic are a lot harder and it's quite a bit more expensive, but we're thinking... we've got our smart-glasses on.

- Ron


PAX Setup

by Ron Gilbert
Sep 03, 2016

I don't have time to write a lengthy post today, so I thought I'd show some pictures of your PAX booth setup:

- Ron


PAX West 2016


Aug 30, 2016


The Library Is Closed

by Ron Gilbert
Aug 29, 2016

BREAKING NEWS: The new book count is 1082. Amazing job everyone!

UPDATE UPDATE: The mansion mansion library is now closed. This time for realz.

UPDATE: Due to some (ok, a lot) of confusions about submissions be closed the 29th being the beginning of the day, not the end, I'm going to open them back up until Aug 30th at 6:00pm PDT.   No second chancies.

BONUS POINTS: If you write about Health or Sports.

- Ron

The Library is now closed!  (not really, see above)

You submitted a total of 926 entries. This number is probably a little high due to some people submitting the same book 2 or 3 times with corrections, but it's close.

We currently have room for 261 books, but it's pretty easy to increase the number of books, so we'll do our best to get everyone in.

The sections aren't the same physical size, some of are small and only have rooms for a few books, others are large, so we can fit the smaller book counts into the smaller sections.

The breakdown of sections is...

Adventure: 95
Mystery: 90
Sci-fi: 74
Non-fiction: 69
Self Help: 64
Romance: 50
Short Stories: 50
Crime: 43
Autobiographies: 40
Young Adult Fiction: 40
Cooking and Food: 35
Poetry: 35
Programming: 33
Physics and Astronomy: 26
Jokes and Humor: 25
Travel: 25
Arts and Entertainment: 22
Nature: 20
Math: 17
Robotics: 17
Biology: 15
Business: 15
Home and Garden: 13
Health: 7
Sports and Outdoors: 6

PAX is this week, so I won't be able to get anything into the game until next week. Once I do, I might open it back up for selected sections.

If we need more books, we might open it back up with just the sections that need books.  It will be a few weeks before we know that information.

Thanks to everyone who submitted. It's going to be a fun library.

- Ron


UI Changes

by Ron Gilbert
Aug 24, 2016

Time for another fascinating and action packed Thimbleweed Park dev video.  This time we're going to talk about our latest change to the ui.... removing the sentence line.

I resisted making this change for quite a while, but when I finally got around to doing it, and played the game for 10 minutes, it became clear this was the right thing to do. Everyone who's played the game since likes the change a lot.

We've done some playtests since this change and it's interesting because no one comments on it. When I bring it up at the end of the playtest, there is a little bit of shock that they didn't even notice. It just felt right.

I guess that's a good thing.

- Ron

P.S. Here is a bonus GIF to show what happens when the cursor gets to the edge of the screen, since a lot of people are asking about that.


Thimbleweed Park Podcast #59

by Ron Gilbert
Aug 22, 2016

Sorry for the delay in this week's podcast, I was up hiking at Mount Rainier this weekend.

P.S. If you're thinking about making a Zak McKracken joke, you'll be the 537th person to do that.

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


Meet Delores

by Ron Gilbert
Aug 17, 2016

It's time for a new action packed Thimbleweed Park trailer to help celebrate that we're at Gamescom and we're going to be showing the game in the Indie MEGABOOTH at PAX West.

It's time to meet everyone's favorite aspiring 80's game designer and heiress to the pillow factory fortune... Delores Edmund.

- Ron


Get Your Creative On

by Ron Gilbert
Aug 11, 2016

With the amazing success of the Occult Bookstore book name crowdsourcing, we've decided to go back to the creative well again, but this time it's going to be more interesting (and more work).

The library in the mansion mansion contains around 100 books and not only do we need to name them all, we need two pages of text.  When the player explores the mansion mansion library, they can look at any of the books and they'll get a close up showing two side-by-side pages. Players can't turn the pages, but the two pages can be from anywhere in the book. Imagine grabbing a book and just flipping it open.

Some of the books will be written by us and include background lore for the story and characters, but we also need books that are just fun to read and explore.

And that is where you come in.  Make up a book, give it a title, and an author (that can be you), and write two pages of text consisting of around 100 words each. It's that simple.  If your book is accepted, you'll also appear in the credits.

To submit your entries, you need to use this Google Form.  Feel free to also post your books in the comments for everyone to read (or not), but if you don't submit them through the approved form, they won't make it into the game.

The rules are pretty simple:

1) Two pages of text. Each page is around 100 words and less than 650 characters.
2) Must be your original work. No public domain works.
3) Must have a title (25 characters or less).
4) Optional author and that can be made up, someone from history, or you.
5) Don't use copyrighted works or characters, including the author's name.
6) Must be 1987 appropriate.
7) Keep the content G or PG-13.
8) Books must be in English, but they will be translated.

Once again, submit all book entries HERE.

So... put on your smart glasses, grab a pencil, and most of all, have fun and be as serious or funny as you want.

The deadline is August 29th, 2016.

- Ron


Gamescom and PAX 2016

by Ron Gilbert
Aug 10, 2016

Happy to announce we'll be at Gamescom next week and PAX west in a few weeks.  The Thimbleweed Park demo will be fully playable at both events.

At Gamescom, Thimbleweed Park will be showing in the Microsoft consumer booth (hall 8) on the Xbox One. Our lead tester, Robert Megone, will be there to help and answer any questions you have about the game, like: "Rob? Are you worried about the game being too awesome?"

Microsoft inviting us to show Thimbleweed Park in their booth shows a lot of support for the game.

At PAX, Thimbleweed Park will be shown on PC and will have multiple stations for pointing and clicking.  As PAX gets closer, we'll have more information.

OK, back to the salt mines.  Kickstarter backers demanded more salt.

- Ron


Last 24 Hours!!!

by Ron Gilbert
Aug 08, 2016

These are your last 24 hours to back Thimbleweed Park and make an awesome game even awesomer.

In 24 hours we're shutting down all backing. Last 24 hours to get in Ransome's swear jar! Last 24 hours to get guilt absolution for pirating Monkey Island or Maniac Mansion! Last 24 hours to feel awesome about yourself!

If you want to upgrade your previous pledge, please contact support@terribletoybox.com

But please note... These are not pre-orders! If all you want to do is pre-order the game, wait until closer to release. We have not set the final price for the game and it could be less than our lowest tier.  What you're doing is supporting and helping to make a great game.  You're bringing joy and point-and-click adventures to the world. Can you really put a price on that?

You're also getting guilt absolution, but that is between you and your god.

- Ron


Thimbleweed Park Podcast #58

by Ron Gilbert
Aug 06, 2016

So amateurish and poorly edited, you know it's authentic.

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
Aug 04, 2016

It's time for Friday questions!

Bla bla bla... I'm sure you're as excited as we are... bla bla bla.

One question per entry.  Bla bla bla.

Bla bla bla bla. Bla bla. Bla bla bla, bla bla.

Bla bla bla.  :-)  Bla! Bla!

- Ron

QUESTION ARE NOW CLOSED


Time-lapse of Agent Ray

by Ron Gilbert
Aug 01, 2016

Here is a time-lapse video from master pixel animator Octavi Navarro showing how he animated Agent Ray waking up after SPOILER!

- Ron


Books Desktop


Jul 30, 2016

There will be no podcast this week. We're going to be recording them once every two weeks, rather than every week.  They take 2 or 3 hours to record, edit and post and as we near the end of the project, things are getting crazy and time becomes a precious commodity.

Next week will be our Friday Questions episode, so save your brilliantly insightful questions for next week.  I'll do a post on Wednesday asking for questions, so don't ask them here.

As a consolation prize for not having a podcast, here is a new desktop wallpaper.

Enjoy.

- Ron


Last Week To Become A Backer

by Ron Gilbert
Jul 28, 2016

We're going to be cutting off the ability to back Thimbleweed Park on August 7th, so if you want to help support the game and (maybe) get some cool stuff (or just feel awesome about yourself), time is quickly running out.

A huge huge round of thanks to everyone who backed Thimbleweed Park during the Kickstarter and after. The extra money really has made the game better.

But, as we're getting closer to shipping, it's time to end the fun, wrap the game up, and release it for everyone to play in early 2017.  It seems like forever, but it's only a few months of panic, fear, and stress away.

We want to reiterate, backing is not a pre-order. If all you want is to pre-order the game, then we suggest waiting. We have not set the final price for the game and it might be less than our lowest backing tier. What backer support does is help make the game be the best it can be, by giving us extra money to throw at art, music, animation and programming.

Thanks again to everyone who supported and made Thimbleweed Park possible. Even if you couldn't or can't afford to back the game, your enthusiasm has also been invaluable.

- Ron


Cemetery

by Ron Gilbert
Jul 27, 2016

We added a cemetery to the game. The decision was made a few months ago, but we only just got the art.  I thought I'd talk about why we added it so late and the decisions that lead up to that.

I'm going to dance around a few spoilers here, so bare (or is it bear... English is stupid) with me.

There are a lot of dead people in Thimbleweed Park, it's a twisty little mystery that begins with the body found in the river just outside of town.  A few days before our story gets started, the owner of the local pillow factory, beloved founding father of Thimbleweed Park, and Delores's Uncle, died of a heart attack. It's an important plot point, but just mentioning it in dialog wasn't getting the it across.

There is an old adage: show don't tell.  So what we decided to do was add a cemetery that you come across before entering the town that has a giant tomb, adorned with flowers from the recent funeral, for our beloved town leader.

Once we added the cemetery, other ideas started to pop up. There was a puzzle chain involving Franklin that always felt a little contrived, and now that we had a cemetery, we could adjust the puzzle to make it more interesting.

Franklin, being a ghost who's stuck in the hotel always limited his usefulness. Adding the cemetery provided a (logical) place that he could go beyond the hotel. So, we add another puzzle to allow him to move between the two places.

Another benefit of the cemetery was it made the reading of Delores's Uncle's will a lot more interesting, since it could take place in his tomb and added a new puzzle to get into the tomb.

The cemetery started out as an idea to solve a story issue, but blossomed into a great room that added several new and interesting puzzles.

Also, cemeteries are cool.

- Ron


Thimbleweed Park Podcast #57

by Ron Gilbert
Jul 24, 2016

Capping a very busy week on Team Thimbleweed, it's a 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


Thimbleweed Park Podcast #56

by Ron Gilbert
Jul 17, 2016

It's a podcast. About Thimbleweed Park. It's the 56th one. You don't need to know anything more.

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


Eyes

by Ron Gilbert
Jul 12, 2016

In the original Maniac Mansion, heads were large because pixels on the C64 were very huge. Due to the color mode we were using, they were not even square pixels, they were twice as wide as tall.  The hardware sprites each character had to fit in were 24 pixel wides, so Gary just made the heads as wide as he could to capture the personality of the characters.

There are huge parts of our brains that are dedicated to recognizing faces and subtle movements and expresses. How do I know this? Because I'm not only a game designer, I'm also an evolutionary neurological cognitive brain scientist. Look it up.

When Zak came out, the heads were shrunk to be "more realistic". By the time Monkey Island was made, the heads had gotten even smaller.  True, it was more realistic, but I felt something was lost.

Guybrush didn't blink and he didn't move his eyes (except in some special case animations).  Razor, Bernard and Micheal didn't blink either. Or move their eyes. Everyone stared straight ahead like zombies.

A month ago we added blinking to the Thimbleweed Park characters and it really changed how you feel about the game being alive. When someone is just standing, the blinking makes them feel real. If you were playing the game, you might not even notice it at a conscience level, but it's something you'd feel.

Last week I added eye movement. Characters can now look left and right. It adds a lot to even idles, as the characters appear to be looking around, aware of the environment. It's also really nice in conversations, because characters can actual look at who is talking to them. Before (and in previous games), characters would just stare forward. It's surprising how used to this you get, and when blinking and eye movement goes in, it's actually startling.

- Ron


Thimbleweed Park Podcast #55

by Ron Gilbert
Jul 10, 2016

Join us this week for a delayed podcast where David keeps dropping the M-bomb, so this one might not be family friendly. Have you talked to your kids about mazes?

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


My Mac Crashed Again

by Ron Gilbert
Jul 09, 2016

My Mac crashed again and won't fully boot, saying the drive is corrupt.  I now suspect it's Photoshop that is causing this.  The last time this happened, the night before I was working on a huge file and Photoshop started to tell me the file was too big, and then it was reporting it was unable to save the file.  The next day, my machine wouldn't fully boot due to the keychain being corrupt.

This morning, I was working on a large Photoshop file and I started to get the same errors, when I rebooted, my keychain was corrupt.

I'm going to head into the Apple store and see if they can fix it without a reformat this time.

Why am I telling you this?  Because I was going to put up the new podcast and that might not happen.

UPDATE

Back from the Apple store with a freshly reformatted machine and time machine pulled everything back.

I mentioned to the Genius Bar tech person that this is the second time it's hard crashed from editing a large file in Photoshop and he said "oh...", then we had a conversation that I can only assume was "off the record" by the way he spoke, tell me other people have reported drive corruption when extremely large files are process by fusion drives.

Yeah... no kidding.

I'll do a little Googling and see if I can find anything. Like I said in my previous post, I don't trust fusion drives and I guess with good reason.

I do need to re-edit the podcast, so that will go up tomorrow.

- Ron


Win! Win! Winners!

by Ron Gilbert
Jun 27, 2016

It's time for the phonebook winners.

From last week, then winners where:

P.Coltau
Nico
BertL
Mathias
Alberto

And the answer to the number of R entires is...

...drumroll...

133

We had several ties, so rather then rolling a dice and making some people cry, we're going to do the nice thing, because that is who we are.

McStorm
Francois Mercier
Michael Kohlhaas
Riccardo
Geoffrey Paulsen
Fernando
L.Larry
Hysteria

- Ron

P.S. I still have the podcast to finalize, hopefully that will go up tomorrow.


The Wrench Puzzle

by Ron Gilbert
Jun 23, 2016

A few blog posts back someone in the comments asked for some new art. I don't think I've posted this before, so here it is....

I'd love to share more art and animation, but we're getting to the point where most new art is riddled with spoilers. Not showing new art almost makes it look like we're not moving forward, but nothing could be farther from the truth. The game is getting downright exciting. Exciting, I tell you.

OK, one more... then that's it.

As we play the game and do more playtests, issues start to come up.  One of them we are now referring to as "The Wrench Puzzle".  Don't worry, it has nothing to do with monkeys and wrenches. Only a crazy person would design a puzzle like that. Crazy, I tell you.

There was a fairly long puzzle chain in Act 1 to get a wrench that unlocks a new area of the game. The puzzle had two problems.

The first was the moment you realize you need the wrench to progress, you had just solved another long puzzle chain that unlocked the room where the wrench puzzle is solved. At this point, you've been built up with anticipation, then you solve the first puzzle and bam! You now have to go solve the wrench puzzle and there is no forewarning.  Solving the first puzzle became a moment of disappointment rather than triumph.

The second issue is that Act 1 was getting really long and the wrench puzzle was contributing to that. It's a long and complicated puzzle chain, but it's an interesting puzzle and we didn't want to lose it.

So the solution we came up with was to move the whole puzzle chain from Act 1 to Act 2.  You no longer need the wrench to progress which makes Act 1 smaller and the returns the moment from disappointment to triumph.

It's what we in the biz call "win-win". Or maybe the younger generation calls a "double-win". But people in the know call it a "win-a-reno".

We did needed to come up with a different use for the wrench, but that didn't prove to be very hard, there was a puzzle just waiting for a wrench solution. And, as an added bonus, moving the puzzle chain from Act 1 to Act 2 involved very little work.

So now Act 1 is smaller and snappier and Act 2 is fuller and beefier.

- Ron


Win! Win! Win! Again!

by Ron Gilbert
Jun 22, 2016

It's time for our second and last Thimbleweed Park phonebook contest. We're going to giving away another 5 entries into the Thimbleweed Park phone book, complete with (optional) voicemail message (but who wouldn't want to do that).

The winners last week where:

P.Coltau
Nico
BertL
Mathias
Alberto

This week, guess how many people are in the R section of the phonebook!

The contest is open to everyone, even people who already have an entry.

Five closest guesses get an entry in the phone book and the opportunity to upload a voicemail message. Ties will be resolved using officially sanctioned D&D combat rules (the D20).

Post your guess in the body of your message in the comments section. The number must be on a line by itself.

In order to win, you must fill in your email address in the email field. DO NOT put your email address in the body of the message.  If you post multiple guesses, only your last one will count.

I won't be cross posting this on Twitter, since they have their own contest... so shhhhhhhhh...

We'll pick a winner Monday morning, live from Spain!

- Ron

CONTEST IS CLOSED

NO MORE ANSWER

STOP

WILL POST WINNERS ON MONDAY

STOP


Archive List

Tutorials - 177 comments - Nov 28, 2016

Thimbleweed Park Podcast #63 - 155 comments - Nov 19, 2016

Zero Bugs - 152 comments - Nov 16, 2016

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

Text Lock - 153 comments - Oct 27, 2016

Thimbleweed Park Down Under - 33 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 - 142 comments - Oct 06, 2016

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

Podcast Delay - 89 comments - Sep 25, 2016

Friday Questions - 154 comments - Sep 21, 2016

Final Phonebook Import - 121 comments - Sep 19, 2016

Title Cards - 101 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 - 70 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 - 302 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 - 33 comments - Jul 30, 2016

Last Week To Become A Backer - 70 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! - 49 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 - 74 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 - 147 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 - 195 comments - Oct 12, 2015

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

Team Thimbleweed - 133 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 - 98 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 - 127 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 - 32 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! - 25 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 - 53 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 - 77 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! - 79 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 - 33 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 - 53 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