Thimbleweed Park Podcast #3
by Ron Gilbert
Apr 24, 2015
Apr 24, 2015
This week we are joined by David Fox as we do our weekly stand-up meeting.
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- Ron
P.S. I wasn't standing.
One specific question about designing TP...
1) So is every room intended to have an item to acquire and/or a puzzle to solve? Obviously no one wants to go into an almost entirely empty room with a lone weirdo npc standing inside who only says "I am error" when you talk to him, but I don't mind if a room exists just to have npcs to interact with who give out useful information about the town or hints about what to do next.
Re your question 1, I think it's ok for some rooms not to have puzzles to solve if they're adding to the story/ambiance of the game. Always an opportunity to explore, get more info about the world, even if it's not required as part of the storyline. It's more about balance and storytelling and having fun while you're doing it. My 2 cents.
It makes a difference whether the sheriff debuts in his comfortable office in the afternoon or abruptly in a narrow and desolate alleyway in the night.
Okay, later in MI2 the gap appeared one more time, but again only for a short moment and it was rather a joke. The room was always just pure ambience.
Keep it up, guys!
Regards,
-dZ.
BUT
somehow, this TP Game Project smells like a test environment and getting up all neccessary things for MI3 ;-)
oh wait a minute, what about a real true successor to Zak 2 ?
guys, i think your future salary is definitely save with upcoming kickstarter games.
PS: I'm curious about the logo.
...for times when walkboxes just don't cut it™.
I love the language module feature of BBEdit, what a productivity booster.
Glad to hear that things are going so well! These updates are the weekly dose of awesome that I need!
Ron, your point about the 'Give' function is an interesting one. If I understood correctly, three states to add and check for an object seems like a lot of fiddly implementation. Wouldn't it be easier to simply only implement the scripts that you need for giving and object to a specific character.
Have you considered a default 'fallback' style give scripts that would be used if no specific one existed? I imagined it would include a few stock refusal responses for each player character.
I'm interested in seeing a list of the current script commands that are available care to share?