Thimbleweed Park Podcast #4
by Ron Gilbert
May 01, 2015
May 01, 2015
A nice and short stand-up meeting this week...
You can also subscribe to the Thimbleweed Park Podcast RSS feed if that's 'your thing'.
- Ron
A nice and short stand-up meeting this week...
You can also subscribe to the Thimbleweed Park Podcast RSS feed if that's 'your thing'.
- Ron
The parallax scrolling/actor scaling demo was great and gives the world of Thimbleweed Park a greater sense of scope and depth and the video made for some really cool atmosphere. I think I remember Ron saying that the camera will also zoom in and out in certain situations, at least I think my memory is serving me correctly on this, though I could be wrong lol. But anyway, a fully versatile 2D camera/scrolling system is something that was sorely lacking during the 8 and 16 bit eras, especially for platformer style games where a pit or enemy could be just a few inches offscreen leading to a cheap hit/death.
Sometimes though, a very zoomed in camera can actually be advantageous for the game designer's artistic intentions, like if he wants the game to have clever, scary surprises for the player like when going into the kitchen the first time in MM and "meeting" Nurse Edna. Not a single player felt safe ever again walking around the mansion after that happened lol. So in the case of a point n click adventure game, a versatile camera and scrolling system just allows for a lot more artistic and atmospheric opportunities and is so beneficial for the game and it's world.
I also like how tidy the walk box enable/disable feature is. How do you connect them to each other? Does each box have an array of adjacent boxes and then the engine susses out the direction the Actor needs to walk to get to the next box?
I think I was swooning when David and Ron were talking about terse code. I wish I could be making this too :) TOO EXCITING!
Regarding the game playing itself:
I've been pondering the idea of an adventure game validator for quite some time.
It should be relatively simple to translate a game into an automata and then use a model checker to find dead-ends. The problem is, that the translation process should be as simple as possible for the programmer. However, writing an easy-to-use translator will definitively require some time and it is probably economically totally meaningless, so I guess we will never see this.
Besides I like the music from the TP kickstarter presentation, for example, which has also been used for the podcast intros. It features a great electric guitar sound that would also match the game, I think. But unfortunately 8-bit music doesn't allow cool sounds like that. It just provides a strictly limited scope of sounds.
On the other hand TP is intended to be a retro styled game and there are still a lot of 8-bit artists. Moreover there has been a revival of the classic 8-bit chip music (a.k.a. chiptune) over the last years. So it shouldn't be a real challenge to find an experienced and talented chiptune artist and engage him for the TP sound track.
In the case of Thimbleweed Park, being a 8-bit-era inspired adventure game, I feel that having a retro-fashioned music would be a better choice.
Maybe a recorded soundtrack would appeal more to modern gamers. But of course you are right: Chiptune music would be a bit more appropriate for a game like TP and it would make me indulge myself in pleasant nostalgia for sure unlike a recorded soundtrack. 8-bit sound would enable a much more authentic retro-feeling. As I mentioned above the enduring popularity of chiptunes is a good incitement to deploy the classic sound chips for what they were originally destined for: Video games.
Though all the classic sound systems, e.g. C64, Creative Sound Blaster, AdLib cards, NES, have their respective sounds. So a lot of players will unpreventably be irritated in case of an 8-bit soundtrack, because they have differing impressions of the output sound of their appreciated SCUMM games. When you intend to create a retro soundtrack it's difficult to make a good decision regarding the chip type. Unfortunately this could be very subjective. I myself used to play SCUMM games with a Sound Blaster 16 configuration, which in my opinion provided the most favorable sound output of all MIDI controllers back then. I'm very familiar with it and I would definitely favor it over other coeval sound systems off the cuff. So I'm not really sure if an authentic C64-style soundtrack wouldn't get on my nerves sooner or later.
Talking about 8-bit-chip-tune is a very broad and subjective matter. Everyone of us, according to his/her respective kid-gamer experience, expects a different and peculiar rendition.
( in fact, years ago I was shocked in discovering that so many people associates chip-music with the NES while in my heart the one and only chip-tunes are the C64 era ones )
In my case, for example, I associate Maniac Mansion with the SID's envelopes and tone, Monkey Island with the Paula's 4-voices split-stereo, Indiana Jones with the SoundBlaster's MIDI.
On a second though, I'm not sure on how I would like the Thimbleweed soundtrack to sound like. Perhaps a MIDI based one would fit better, but I'm not sure.
( as for the sound effects, I've no doubt in thinking that SID's envelopes rocks :D )