Day 1
by Ron Gilbert
Jan 02, 2015
Jan 02, 2015
First official day of Thimbleweed Park. Desk is clean. Not sure how long that will last. My guess is until 3:28pm.
Most of today will be spent getting getting tools organized and updating design docs. Gary and I have a lot of notes that I'm going to move into Puzzle Dependency Charts. They will start as a bunch of unconnected fragments, and over the next few months will all get linked together in the final design.
- Ron
OK! Let's go!
I support the update pic with time-stamp.
I would like to change my desktop backgound.
Could you share some Thimbleweed Park amazing wallpapers?
1920x1200 if possible
Thanks!!
JP
are you lefthanded?
I hope you have a lot of fun at you're work!
Regards from South Germany and blessed new year.
FETT
Unfortunately I missed your Kickstarter campaign! :-( But I'm
not bitter (unless it's a full moon). I'm glad you like(?) IKEA.
I'm also from Sweden and I would gladly translate your
game's text into IKEA, I mean, Swedish for free! ;-) I'm
actually even better than Tiger Woods is at Swedish. Maniac
Mansion for NES was translated into Swedish and that's how
I played it. Why not keep that 100 year old tradition going?
Warning: I wouldn't understand the jokes, but I could still
translate to English or binary!
I never pirated Maniac Mansion or The Secret of Monkey Island.
Day of the Tentacle on the other hand/tentacle couldn't be
found in any store... :-(
I bought MM for NES and TSOMI 1&2 for PC (the collection with
new graphics). I liked MM for NES because I thought it was cool
that the big house would fit on a NES cart and that I could walk
around in it and do lots of stuff. It was very difficult and I
wouldn't have made it without the severals calls I made to the
Nintendo hotline (I called Edna first, but the babe didn't answer).
I also lived in a house and of course I thought the game was
based on my house. :P I hope we will see characters from MM
in Thimbleweed Park! I can imagine one character being into
ridiculous Thimbleweed Parkour...
I bought Thimbleweed Park today! Thank you for making the game!
You will receive the Nobel Prize in gaming/humor/catfood!
I hope you read my message while in the bathroom so I didn't
take up too much of your time and concentration, but your
games have taken up much of my time so I guess we're even.
Second best regards, Mattias (maleman guydude)
happy new year! Will you be using Xcode for the development?
Thx =)
Based on the picture I guess that you be working from home. Will Gary and you (and others) be collocated at some point?
/Kim
Your games were a huge part of my young-adulthood (I was 14 when MI came out) and the fact that I can type words on a keyboard 24 years later and have you read them blows my mind.
Thank you so much for those games, from the bottom of my heart.
And this is the first time I follow a development blog since i's beginning, yay!
Cheers from Argentina!
i use http://bubbl.us to make the charts. What do you use?
Kinda boring, really.
Kinda boring, really.
To tide us over til next year, how about a recommended reading list of stuff that is inspiring you on this story (or MM)?
Thanks!
you said that you'll use Xcode for the engine. But that'll be only the Obj-C/swift part. How do you handle multi-platform support?
Will you build a SCUMM-like system with separate engines for different platforms and a unified scripting part?
Looking forward to follow the development process!
Seeing that you guys got funded by "the people", why not give something back to "the people" also?
I imagine the whole game (from a developer's point of view) could be divided in two parts. One is the engine running everything (what SCUMM VM did in the past) and the rest is the game itself which is scripts over the engine, arts, sounds etc.
Now the game that you would want to sell is the second part. The first part just makes the game happen.
My suggestion is to make the first part, i.e. the engine of the game *free*, e.g. with an LGPL or MIT license and hosted e.g. on GitHub. There are a couple of reasons why I say this:
- Without the contribution of the people, this game wouldn't have happened. You could be nice and let the engine out in the open.
- Free software is better. Even if you get a single patch fixing a bug, it's a win for your own game, and it costs you nothing.
- Free software is better. You can only test your game with a couple of different hardware configurations. The engine if it were free, would get tested by many people before the game launches.
- Free software is better. There are a lot of people in areas of expertise you can never imagine that may contribute to the project. That would make for a much efficient engine not to mention features that would make your own life easier.
- Free software is educational. There are a lot of people that can learn from your code.
- Other people later would start using your engine to make other great games. By making this engine free, who knows, maybe you can make a come-back for old-school adventure games happen.
With a free engine, you are still in total control. Even though people will fork the engine and make other engines out of it, they will mostly try to get their changes back in your repository, which you can choose to accept or reject. So while your engine could be father to many other ones, your own version remains always as you want it.
What do you say? Be a pal!
P.S. Thumbs up for not developing under horrible windows.
Of course not. :)
However, I would also appreciate the move to make
the sources public under a permissive license.
Simply for the fact that it preserves the game for future OSes and environments.
Yes, the ScummVM people do an excellent job reverse engineering those engines.
But this is difficult and, thus, very time consuming.
I'd really like to hear Ron's opinion on that matter.
Making games for a living requires some hard decisions. Maybe that's why there is no OpenSWOTL ;)
The system he comes up with might very well be highly proprietary, convoluted and personal. Might be a lot of extra work to make it transparent and useable to other people.
Plus they a still selling this game. Giving free access to competitors to a superior tool would be foolish.
That's quite the botanical garden there, although I must admit that I am a bit disappointed not see a Venus Flytrap. ;-)