Thimbleweed Park Podcast #10
by Ron Gilbert
Jun 19, 2015
Jun 19, 2015
Join this week's hilarious podcast where I talk about losing $30,000 of the Kickstarter money.
You can also subscribe to the Thimbleweed Park Podcast RSS feed if that's 'your thing'.
- Ron
P.S. I apologize for the volume of my voice being so low, damn it Jim, I'm a game designer not an audio engineer.
Ron, the volume of your voice was indeed low, but I read your lips!
I'm really looking forward to seeing a finalized room in the game, comparing the wireframed version of a room that Gary does to the reworked version that Mark does. I'm curious as to how Mark reworks and redraws a wireframed room; what the process, what tools he uses and whether or not he has to completely redo all of the pixels or just make slight alterations to them.
I bet you guys are glad to be getting out of pre-production and now you can really start to go full steam ahead with building the game.
What is the name of it? Farfalle Sisters?
Most of the game is going to take place at night, while things like some of the flashbacks will take place during the day and the end of the game/epilogues may take place post-dawn. Ron mentioned that nighttime adds an extra sense of mystery/intrigue to the town, given that this is a game with a creepy murder mystery theme among other weird X-Files type of secrets that are hidden around the town.
http://blog.thimbleweedpark.com/props/552af9528195c3791c9711ef
"Yes, almost the entire game takes place as night (or the blue hour as you stated). The one exception are the flashbacks, some of those take place during the day. Night is just a lot more interesting visually and the colors can have a more feeling and mood. Also, Thimbleweed Park is a big mystery and mysteries are a lot more fun in the dark." - Ron Gilbert
http://blog.thimbleweedpark.com/props
The last couple posts talk about nighttime/the blue hour.
Greetings from Germany,
Simon
I hear you talking in this or one of the previous podcasts about perhaps adding shading or lighting. This made me realise that in all your pixel art the character is typically illuminated from left/above. Could you elaborate on the technical impact and work involved to add more dynamic lighting?
For what it's worth, I never missed dynamic lighting in MM or Zak (kind of binary lighting with the grey silhouette in dark rooms), while sometimes (monkey island Special Edition comes to mind) dynamic lighting feels unnatural. In humanoid robot faces, there is a kind of barrier where the human brain accepts things but when it becomes more realistic, it is perceived as creepy instead of more realistic. Dynamic lighting on 8-bit pixel art might suffer from the same?
What are your thoughts on this? Perhaps you can add some video in a next blog post. Perhaps I totally misunderstood what kind of shading and lighting effects you would like to add to the engine, in which case a short video would help to explain.
It's been so long since the last video post! :D
Thanks!
Talking about production: I'm a bit obsessed with "creative working environments" and behind-the-scenes. Already back in the days, while playing MM, MI or the Indy games, I was wondering how you guys work, what it looks like where you are and came up with all this stuff, "on the ranch", what the overall team spirit was and if you have passwords written on the wall behind paintings, to be found by looking through a telescope....
Now, with this blog, the podcast and all, the veil has been lifted quite a bit, and that's fascinating! Thank you for that!! And even though you're now working as a distributed team - what about taking a snapshot of your work den or office space and posting it here? (Asking if at least one of you took a photo or two 25 years ago, to post for comparison, well, would be Totally-Unreasonableā¢ - right? ;)
When the final art comes in, most of the scripting will stay in place, though I'll likely have to re-do walkboxes and move the location of objects (like doors) since the room layouts will often change.
I now think my confusion with pre-prod and production stems from the fact that I'm still unsure about how TWP will look. Much of the art posted, the "wireframes", reminded me of MM and thus looked "final" - with you guys still talking about pre-production.., while I now understand TWP will look more like MI2, telling from Mark Ferrari's circus. A big "aha!" and a slap on the forehead.
BTW, I had overseen a first "this is my working space" snapshot: on Ron's very first blog post here, day_1...
one thing: I love adventure games, but I would love even more, if there is no romantic scene like the love between Guybrush and Elaine or the romantic Moments in "Broken Age" in "Thimbleweed Park". To be honest: I like love, but not in Art and not this ordinary "Girl loves boy, boy loves girl - but it is soooooo difficult to realize the romantic love" - love! I would prefer something with black humour, like "Day of the Tentacle". If characters please no beautiful characters, more silly but funny characters!
Best,
Peter
Eaaaasy! He has a helium-filled balloon animal that floats behind him (on a leash) and which he talks to regurlarly during the game (and it answers in his mind). There could also be a special puzzle where the animal looses air and needs to be re-inflated.
So, even a creepy ass-clown (http://www.xkcd.com/37/) can in fact be loved by a special someone (or in this case something) :-)