Thimbleweed Park Podcast #14
by Ron Gilbert
Jul 17, 2015
Jul 17, 2015
We talk about earthquakes and actors in brackets, whatever the hell that means.
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- Ron
We talk about earthquakes and actors in brackets, whatever the hell that means.
You can also subscribe to the Thimbleweed Park Podcast RSS feed if that's 'your thing'.
- Ron
Personally I like that C64 font. But that is only because you mentioned it was C64. Which takes me to the next point: I really hope there will be a reference to C64, like that subtle reference to Beta Max (movietron-beta-rent-2000 in the store).
I hope you keep the C64 font and the bobbleheads!
Just question about voice overs...will you have any dialogue document for audition? I would like to participate.
What if none of the dialogue conditions [] are true? Will the engine skip all options #1 and show the next line of dialogue on the first position?
What if none of all dialogue lines have a true condition( a corner case and bad dialogue design), but wouldn't that get the player stuck, as there is no line to be clicked on.
Oh and thanks for your code review on my fountain dialogue!
BUT..
For my brain the c64 font is inseparable connected to the golden age of adventure games. In my (sad puppy)eyes the use of more funky, comical fonts and the abolition of verbs in general accompanied the decline of the genre. I know there is no direct connection.
So i ask you kindly, please, if you happen to find a better font, please make an option to revert the interface to this bulky, meta-pixel-y primordial font. please?!? (wish for both birthday and christmas)
It was cool how the LucasArts games all had an overall LucasArts feel in common, BUT at the same time they all had their own individual styles within that too.
There were different verb styles for Monkey Island, Indy, and Day of the Tentacle and it helped give those games their own character.
I also liked how Simon the Sorcerer 1 did that as well, they aped the LucasArts verb system, but had their own font style to it.
https://github.com/isync/twp-dialog-parser
A well programmed Amiga, or an Amiga with a small accelerator would have been able to pull this off.
The X68000 would have been able to do this with ease.
The a Acorn Archimedes (first ARM CPU) would also have been able to do this.
The only thing that is doubtful would be the soundtrack. That could be done with a CD drive of course. But none of the computers had a CD drive available at the time. But still theoretically and economically possible.
I'd prefer a chip tune track anyway though, I think.
So no anachronisms here.
It would make make navigation more fluent and less stop and go.
Ever played a classic adventure with a gamepad and liked it? Then you deserve it to have it implemented :P
It would be so cool to have a collaboration on something like that, and very fitting given the nostalgic throwback that the game is!!
I would definitely contribute!
It cracks me up all the people suggesting this, that and everything should be an option.
That is not how you design a great game, a great application or a great interface in general.
The game designer makes those decisions because he alone is the expert, not you.
You should receive a finished, neatly wrapped up product. Not a sandbox filled with toys.
No need for a nervous breakdown. That were just suggestions, nothing binding :)
In that way I like for example the dithered background of the art, which on the one hand deals with the rule dicating a "crude" look, but using those limitations so elegantly that the initial problem or task still gets solved. This is the quality which is immensely important for me, no matter whether the final palette is closer to MM, MI2, I3 or even some fictional game from a parallel time in which graphics progressed in a different order.
Are there already limits like those defined or is it a purely artistic decision from case to case?