Thimbleweed Park Podcast #25
by Ron Gilbert
Oct 10, 2015
Oct 10, 2015
Now, with 100% more Mark Ferrari!
You can also subscribe to the Thimbleweed Park Podcast RSS feed if that's 'your thing'.
- Ron
P.S. I promise I will buy a new mic this weekend so I'm easier to hear. All that Kickstarter money isn't going to spend itself.
Regarding characters animations, in the end did you go for Spine?
If yes, are you using SpriteSheets or some more modern bone-interpolation system? I am quite curious, as the animations look super smooth, from the teaser videos.
Thanks and keep up the great work!
Although I'm not an artist, as far as I can tell, Spine is an interesting way of reducing costs while not completely giving up on the quality of the work (i.e., it's better than sprite "hinging" but worse than drawing by "hand"). Cutscenes are expensive to produce because they are usually more detailed and because they are typically not reused throughout the game.
I missed the part you mentioned. I think that an awesome result is given by the technique used by Tim Schafer's team in Broken Age, everything is 2D but rigged & animated as it was 3D. The result is super-smoothness but also transitions -- meaning that you have to make, say, a run and walk animation, and you get "fast walk" animation for free thanks to interpolation. But this is definitely not something resembling old-school style anims!
Unless I missed it somewhere in one of the comments, I think you are the only one in team Thimbleweed who did not yet show his 8-bit rendition. A team page would come in handy.
Ron, you promised in June to make a team page after your move to Seattle. Just say it out loud. :)
It would be awesome to have a team page. A huge part of the work is already done with that last blog post. :)
I only found some posts where his gravatar was just a big question-Mark
(Pun initially not intended :D)
http://www.amazon.com/dp/B002VA464S
http://www.amazon.com/dp/B000EOPQ7E
They're awesome for the price, and they connect via plain ol' USB.
And I am hoping he is focusing on direct tools, as he mentioned the anti aliasing thingee in photoshop. Because the overall design thoughts are great to listen to. But I also love to hear about direct tools you people use, in the programs you use, so I can try a do the same..... and failing at it, but still learning.
I am referring to this:
http://www.mobygames.com/images/shots/l/508629-monkey-island-2-lechuck-s-revenge-special-edition-ipad-screenshot.png
I really loved those as they helped to set the mood (loved looking at the art and trying to guess what would happen) and also made it clear when a section of the game was over and the new one began!
It depends. (As so often in life).
The deciding factor wether the statement "100% more Marc Ferrari" is correct or not is the point of reference.
If the percentage is referenced to the *presence* of the one Marc Ferrari than 0% percent means "nothing of the One Marc Ferrari is present" while 100 percent means that "everything of the One Marc Ferrari is present". Then "with 100% more Marco Ferrari" would be correct.
If the point of reference is the Marc Ferrari *baseline of the previous podcast* than "100% more" is wrong because 100% more of null (baseline of the previous podcast) is still null and not one:
MF(podcast(n-1)) := 0
MF(podcast(n)) := 100% x MF(podcast(n-1)) + MF(podcast(n-1))
MF(podcast(n)) := 100 : 100 * MF(podcast(n-1)) + MF(podcast(n-1))
<=> MF(podcast(n)) := 100 : 100 * 0 + 0
<=> MF(podcast(n)) := 0
qed.
That should clear this utmost important discussion up.
If you have a different opinion please feel free to weigh in - this problems clearly needs to be looked at in depth ;-)
MF(podcast(n-1)) := 0
MF(podcast(n)) := 100% x MF(podcast(n-1)) + MF(podcast(n-1))
MF(podcast(n)) := 100 : 100 x MF(podcast(n-1)) + MF(podcast(n-1))
<=> MF(podcast(n)) := 100 : 100 x 0 + 0
<=> MF(podcast(n)) := 0
If you have nothing and now have 100% more of that, that doesn't mean that you now have something.
But since we are going interdisciplinary now, I have to weigh in with the REAL philosophical question:
Is there even a Marc Ferrari? Or a Ron Gilbert? Or a podcast for that matter?
Or from a physics standpoint:
Are there different realities? One in which there is a Marc Ferrari in this podcast and one where there is not?
Weird.
After episode 1 (Aric Wilmunder), programmer and friend of our main TP Team members, here is
Episode 2: Chris Grigg - composer of original music of Maniac Mansion.
What does he do now? Did you have seen him in recent years?
The player would, of course, be able to switch back to default palette at any time, in case he/she wanted to switch back to how it was "supposed" to be. Maybe it could be an Easter egg.
Anyway, it would be great to play TP in 16 colors, as in the first EGA lucasfilm titles...
But I think it is simply more work for the art team, and it wastes precious resources... :-( giving the fact that most of the players will try the ega version -just for fun- for, let's say... 5 minutes?