Thimbleweed Park Podcast #62
by Ron Gilbert
Oct 22, 2016
Oct 22, 2016
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- Ron
We'll later classify these in a bug "triage" into groups from must fix to would be nice to fix if we have time, as well as won't fix.
What is your feeling about this game right now? I mean, I know you can't say "TWP sucks", but, can you tell already "after the fixes and the polishes, it'll be DAMN GOOD" ?
Oh we feel this game is DAMN COOL, DAMN HOT and DAMN GOOD.
From the very beginning! :-)
Is that a normal amount of bugs? I have no clue.
We're getting to the point where we're fixing more bugs than we're getting, so that's a good sign!
Good music in the end! :-)
And, "big" and "exploration" sound fine as well! Even if it's possible to finish the game within less than 10 hours, I would definitely need longer, because I use to try every dialog and enjoy the artworks etc.
But the Nintendo representetive talked about *physical* version of the games. Probably, but we have not evidence of that, the downloadable versions are retro-compatible.
One question: I didn't understand if you plan to lock the text after the estimated deadline of zero-bugs (15th of November) or before, knowing that the average estimated translation time would be one month... thank you.
Maybe as well as easy and hard mode there should be a "Moon Logic" mode where puzzles are randomly generated, for the masochisticly inclined adventure gamer.
I've found a compilation, maybe for inspiration: https://youtu.be/Zx8wsb_1eYU
I can't find you anywhere on the schedules. It is a Thimbleweed booth?!
I'm a real fan of your work !
[Hey, i'm good at playing adventure games. Well, at least when they have a Lucasfilm Games DNA].
Since most of it consists of game resources I wouldn't expect notable differences between platforms.
I suspect that the audio compression will depend on the specific platform but will there also be an option with higher quality sounds for the desktops (when using Flac or high compression levels)? Telltale often had problems with the audio quality of their games.
And will there be proper support for high dpi systems as well?
But since TWP is technology-wise not a complex game (no 3D engine + 3D resources but mostly 2D images + audio) the size footprint isn't that large and also the platform requirements aren't that high (good for mobile platforms).
Text (e.g. the books) is a non-issue for size, even uncompressed. The voice messages should be relatively small (you don't need 48khz 24bit when you actually want analogue phone quality). Check out this blog post: https://blog.thimbleweedpark.com/final_phonebook_import
-> 1848 voice messages, 166M compressed (don't know if this is still true, but if yes they are currently larger than the rest of the game :-)
He estimated 200M for the voice (around 12000 lines, see https://blog.thimbleweedpark.com/content_complete ). That definitely doesn't sound like FLAC. I do hope the quality will be high enough.
I don't know if it makes sense to prepare resources differently for different platforms for this game (it certainly makes sense for more resource heavy games, e.g. by using specific texture formats). I would guess you can get away by using generic formats like png and ogg?
I would like to see a blog post about engine porting / platform specific stuff!
... Joost, Ron, anyone?
Even on my smartphone, I would be able to dedicate several GBs to the game.
No. Not if the compression is done right. I assume you are thinking of crappy MP3s? :) It's like JPEG: If you use the compression parameters wise, you won't see any artifacts. Even on a 4K display.
I wouldn't call AC3 depreciated, though. DVD still sells better then Blu-Ray, and when you have to put multiple language audio and commentary tracks on it, you would have to lower the video bitrate a lot when you're doing them all in dts. Also DVD players' support for AC3 is mandatory while dts is optional.
Actually, one big advantage of AC3 is the possibility to adjust the dynamics at the decoder. Thus, loudness race issues are very rare on AC3 tracks.
Also, we can't ship a version of the game with a variety of auto formats, it creates hug download and quite frankly, it's a ton of extra work and it's not worth it. Sorry to be blunt. I know it doesn't seem like work, but everything had to be tested and packed and you end up maintaining all these formats. It adds up. Quickly. And, it's one of 100 things like this.
[Out of curiosity i ran a script over a bunch of different audio data and from the more common codecs ALAC offered the best compression (36%). Obviously not in the same league as a moderate lossy setup.]
Yes, I'm familiar with industry terminology. ;-)
Did you never play Money Island 2 : Lechuck's Revenge or Curse of Monkey Island? If not you should do so, Curse is great and Lechuck's Revenge is one of the best P&C games ever.
They both have the option at the beginning for "mega monkey" mode, which gives more puzzles and makes existing ones harder. There were items in normal mode that were just sitting around waiting to be picked up, while in mega mode they had a puzzle associated with them. For instance 2 had something where you had to get a map piece, on normal mode you bought it in a shop, in mega you could only trade for it, and the item you traded for it was the result of a LONG puzzle chain. It was great.
I still can't imagine it doubling the game play time though.
MI2:
http://i.imgur.com/lqgVet6.jpg
COMI:
http://i.imgur.com/AtXN4FI.jpg
I can see it doubling the game if you get badly stuck on one of the extra puzzles - which are generally the hardest ones. Generally I think it probably adds another 50%, but it really depends on the person.
I forsee a replay of CoMI in my immediate future. :)
You can still play the lite version using ScummVM.
Here's a link to create the Monkey Island Ultimate Talkie Editions: http://gratissaugen.de/ultimatetalkies/
Interestingly, there are a few easy exclusive lines in Monkey 2, which are voiced in the SE, eventhough you never hear them due to no easy mode selectable. Of course, they are available in the Ultimate Talkie Edition.
But still a quick start definitely helps getting inexperienced into the game and hooked to the story. Even if later puzzles are equally hard it could pay off.
Good thing that they extracted the text and voiced all of it (well, most of it)!
You already talked with Darkstorm about it but here are my two cents:
The game is not changed from 5 to 12 hours (by adding content) but vice verso from 12 to 5 hours:
- Easy mode more or less just presolves some puzzles, likely the harder/complicated ones.
- The story experience should stay the same.
- Actually if you know what to do then the play time shouldn't differ so much unless there is a lot of backtracking involved.
Isn't it "dangerous" to implement the easy mode this late? Because you ...
- have to script the new puzzles (= time consuming)
- run the risk to introduce new bugs with side effects on the normal puzzles
- have to test this mode
Yes, I would have liked to do this sooner, but so much work to do. Stuff like this happens all the time and every project, you deal with it. Nothing ever goes as planned. part of what comes with experience is being able to deal with stuff like this.
Personally, I started my adventure experience with Maniac Mansion followed by Zak McKracken, and I loved this genre from the start...
We were grown up with Maniac Mansion, Zak and Monkey Island. We are familiar with adventures like TWP. I assume the most of us played MI2 in the "hard" mode. :)
What happened to ScummVM?!?
Controls in laptop mode have become ugly! And I lost my savegames!
I want my games baaaack!!!
Sorry, I don't know, I use ScummVM only on Pc.
- a phonebook with user names
- voice mail messages by users, recorded in their native language
- a huge library full of book titles submitted by users
- another library with 2-pages excerpt books, completely filled by users, divided in categories
... honestly, I think this game has enough user heart than any other game that I have seen.
But I like your proposal of having more! :-)