Thimbleweed Park Podcast #63
by Ron Gilbert
Nov 19, 2016
Nov 19, 2016
Join us as we discuss the beeping beepers and beeping in general.
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- Ron
Turorial: please add it only for easy mode so that I don't have to go through it. But I actually think that for this kind of a game, if one needs a tutorial, won't be able to finish the game...
The ending: WTF?
In america in general we pronounce za- zo- zu // ce - ci the same way we pronounce sa - se - si - so - su
But there are also differences in america.
The informal verbs of the second person (singular) is different for argentineans, people from uruguay and maybe a country from central america. In fact the second person informal for argentinians is "vos" (you) most other countries including spain is "tu".
Chile has its own thing for verbs of the second person (singular).
Ecuador, Colombia, Perú, Venezuela, México have differences (expressions, certain words that come from the civilizations previous to the arrival of europeans) but grosso modo are similar.
When we use formal language we tend to be more similar though slight pronunciación variations exist (intonation still varies).
I don't know if any of this is helpful.
But cool characters // mischievous and savy salesmen or womanizers should speak in argentinean accent (trust me on that)
-You (plural):
Spain - Vosotros
Latin America - Ustedes
Juice
Spain - Zumo
Latin America - Jugo
Iron Curtain
Spain - Telón de Acero
Latin America - Cortina de Hierro
etc. etc.
Curious, acero in italian is the tree took as national plant of Canada
lat. ferrum ---> ita. ferro span. hierro eng. iron
lat. ferrum aciarum ---> ita. acciaro (old) or acciaio span. acero eng. steel
lat. acer ---> ita. acero span. arce eng. acer
If they did an excellent job during these past years, I am sure I won't be disapponted.
I'm extremely happy that this team creates a new game of this kind!
If you get stuck in normal mode you can play again with easy mode. And maybe it even helps you solving that particular puzzle.
In retrospect it was a big mistake, as nobody wanted to play an adventure game on Easy! (Literally: "I've never played an adventure game before, I'm scared!"
Curse of Monkey Island fixed this by offering a perfectly solid Normal and Hard mode instead.
Talking about adventure games, longer is better.
Recently, I have played some visual novel games (the closest type to what "adventure game" means I have found for Nintendo 3DS), and I have finished them in 25 to 30 hours. This is simply... satisfactory!
And in a visual novel, you have to follow a linear plot, there is no room for too many mistakes.
Welcome Thimbleweed Park, with all those puzzles, giving us a lot (and I mean a lot™) of hours of funny and unforgettable playing!!
On the other hand, let's wait an see if I'll be able to play the game as successfully as I would like to and satisfy my own ambitions. Elsewise, I would also try the easy mode after all.
Of course, it's not easy to make the game difficult enough but not too difficult. So, it's good to have two different modes.
But even in these days, where the work takes 1/3 of my day life, the collateral activites take a good slice of time and the spare time is reduced to about 1 or 2 hours before sleeping, playing a good adventure game is always a funny thing, like reading a book.
A 30-hours adventure game could be completed in 20 days. Excluding holydays or evenings with friends and so on, it could take a good month.
I take my time, I'm in no hurry.
Longer is better :-)
Anyway I agree with Ron when he talks about so much media to consume on these days. Didn't think about it.
They have (hopefully) a great story and they end eventually.
The time of consumption can range e.g. from 0.5 hours to 20 hours.
Then there are other games which are great to play just for having a short distraction (especially mobile games, e.g. 3-in-a-row types, Angry Bird etc.).
But with large RPGs and MMORPGS... it just never ends. It's a humongous time sink. And some day I'm bored of the game and just stop playing. There is no real satisfying ending.
Nonetheless, I understand Ron's point of view. Since he is a game designer, it's highly recommendable for him to check out new games.
Anyway, I associate censorship not least with asterisks. Asterisks remind me of legendary game titles such as Q**, D* N*** or D*.
I think that this is not the right blog for censorships. So, let's keep on talking straight to each other!
Was it necessary to also censor the game titles in Germany?
Games like Quake, Duke Nukem, Dick.
https://en.wikipedia.org/wiki/Federal_Department_for_Media_Harmful_to_Young_Persons
I'm not sure if this is still the case. However, I'm convinced that it made these games even more attractive for younger consumers in Germany, even though there was no legal way there to get a copy. However, in Germany, first person shooters have been as popular as they have been in every other country.
Many of those games which got on the Index wouldn't be a problem with today's standards.
But I've heard that since they are now on it it's not so easy to remove them. E.g. GOG got into trouble with selling such games in Germany.
https://www.gog.com/mix/games_that_are_not_available_in_germany_ipblocked
Sometimes games need to be removed from the store because the publisher wants to or rights were transferred to another publisher or GOG needing to comply to some stupid national laws...
For example: I still own all Duke Nukem games on GOG (all means up to DN3D + Manhatten Project) which sadly were removed from the store some time ago (Gearbox bought it, now it's Steam only and we've finally got the masterpiece called DNF).
Here's the old store page: https://web.archive.org/web/20160101060801/http://www.gog.com/game/duke_nukem_3d_atomic_edition
word surrounded by underscors: ___italic___
I hope it works again, because sometimes it didn't...
Sadly it also applies to our old, handcrafted comments :-(
Regarding "Spumante": If you say "Spumante" in germany, you will get a cheap (sweet) sparcling wine in terms of a Prosecco, far away from champagne. I think it's the fault of the sweet "Asti Spumante": https://en.wikipedia.org/wiki/Asti_wine
Though I didn't know that's the italian word for champagne. :)
Anyway, I think that -when possible- one should aim for the best using products of the territory. The territory is important. When I'm in Paris and I want to party, I ask for Oysters and Champagne.
In Italy, I ask for a bottle of Barolo, or Amarone. But, Zak, if you want you can offer them even Sassicaia.... but please, in that case, call me. :-)
I don't know if one bottle of Sassicaia will convince the whole team to come to your place. Surely it will convince me.
Unfortunately I couldn't find it easily :-)
I know that Sassicaia is not produced in Franciacorta! :-)
But anyway, I've never tasted Sassicaia, so if you want to make an investment, you can take advantage of the discounts of this week on online wine shops :-) I will surely come to your place to taste your wine, and if TWP dev team will be present, even better ;-)
Prosecco is a kind of Spumante, produced in Italy (native of Veneto/Friuli regions).
Champagne is a kind of Spumante, produced in the Champagne-Ardenne region of France.
I googled it now! In that case, a Perrier would be fine!
Is there a Thimbleweed Park main theme (hopefully memorable) ? Are there several recurring themes (hopefully memorable)? Is the intro theme used in the podcasts also used in the game?
Thank you!
I am really talking very well and with much expectation to friends about the game. Let's hope that word-of-mouth is going to help.
By the way, I really appreciate your work.
A good example is the Monkey Island theme. It's an earworm / catchy tune that remains in the head of the players for years. Even now there are new videos on YouTube where even street musicians(!) play the monkey island theme.
So a good theme could keep the game in discussion over years.
The pieces of music from the podcasts and videos are very promising.
https://github.com/DanielSWolf/rhubarb-lip-sync
We've only tested with a handful of lines, once the real dialog starts to roll in we'll give it a better test to make and final decision, but so far, it is very nice.
Thank you.
If the user knows the dialog text, they can provide it when calling the tool. It will then use this text as a guide to get more reliable voice recognition. (My guess is that Ron has all recordings and the matching dialog strings in some huge database, making it easy to pass along the correct text line.)
The second step takes the recognized phones and animates them. At first, I thought I could get away with a simple 1:1 mapping between phones and mouth shapes. My first proof-of-concept animation actually uses this approach. Turns out, however, that the way we say most phones depends heavily on the phones around them. For instance, you can say the HH sound with just about any mouth shape, as long as your mouth isn't completely closed. Saying "Hi" looks exactly like saying "I", so the HH phone gets dropped in animation. The AY sound that follows, on the other hand, actually consists of two sounds: The AA as in "father" sound, followed by EE as in "bee". So accordingly, it gets animated using two consecutive mouth shapes.
I'm not the first person to realize this, though. Traditional animators have known these things for almost a century. So I studied about two dozen books on traditional animation, trying to understand how professional animators work. What Rhubarb Lip-Sync does is try to emulate this traditional approach in software.
https://www.youtube.com/watch?v=OX_K387EKoI
...I don't think so: https://blog.thimbleweedpark.com/library_books
Search for Daniel Wolf.
https://blog.thimbleweedpark.com/walktalk
There was a discussion in the comments about different lip-sync tools.
Way before that, Ron gave me a nasty shock when he mentioned on a podcast that he was no longer planning to do lip-sync. With those tiny, pixellated characters, he argued, no-one would notice the difference anyway. To prove otherwise, I used Rhubarb Lip-Sync to create two animations using original Thimbleweed Park artwork: one early proof-on-concept video featuring agent Reyes, and later a more polished video where agent Ray delivers a variation of the voice-over from the teaser.
Now that I've got Ron convinced, there are still a few things I'm planning in order to make the animation even better. @Ron: Can you give me a rough estimate regarding how much time I have for backwards-compatible improvements so that they still make it into the game?
That's exactly the kind of story I wished to read when I asked. Thanks to you and Ron for sharing it.
i think the improvement with lip-sync is great.
I hope there will be no beeping censorship!
"Probably next week I'll get the translated started in the other languages".
That means that translations in other languages are already running and you are waiting to receive the first translated lines, or that you are choosing the translators and the work will start from next week?
Thank you
So they haven't started yet. He then said he wanted to test out the process with Boris first.
And, if your final destination will be Italy, I suggest you to book your fly after January 8th, that is after all the holidays.
Or, if you want to launch a kickstarter campaign with $4000 as a stretch goal.......
While reading it the first time I had another meaning in mind :-)
The lip-sync tool picks up the beep audio and messes up the lipsync.
Recommend recording the actual cussword, so we get the correct sync.
But you Answered that question.
You pre-generate the animation and match it with the audio clip.
The program never gets integrated or used in runtime.
The tool uses only MIT-, BSD- or whatever-you-want-licenses. So you can use the tool in commercial products too.
1. The "Rhubarb-lip-sync" license file.
https://github.com/DanielSWolf/rhubarb-lip-sync/blob/master/LICENSE.md
2.The explanation to the MIT license.
http://choosealicense.com
I still doubt they will put the actual code in the game.
Ron did say it was voice moding friendly, perhaps include it in a seperate SDK for modding the voices.
"When you run Rhubarb Lip-Sync on an audio file, the resulting lip-sync data belongs to you alone. This means that if you use Rhubarb Lip-Sync in the production process of a video game, an animated cartoon, or a similar product that doesn't ship with lip-sync functionality, you don't even have to care about the MIT license."
And you guessed right, there will be no rhubarb code in TP. Only functions to read and interpret the text files, thus matching the timing with the corresponding mouth shapes. (and optionally transitions)
I wonder how long it takes people will manually iron out the rare occasions where lips are not synced perfectly :)
https://www.gnu.org/philosophy/selling.en.html
https://www.gnu.org/philosophy/words-to-avoid.en.html#Commercial
No.
“Free software” does not mean “noncommercial”. A free program must be available for commercial use, commercial development, and commercial distribution.
It's fine if you want to contradict me, but please provide a little bit more than just "no".
Likewise, beeping the recording *before* running Rhubarb will result in a strange frozen mouth every time Rhubarb hears the electronic beeping sound.
So -- provided you want an electronic beep -- the best technical approach is this:
1. Record with full swearwords
2. Run Rhubarb Lip-Sync on the original recordings. This will give you realistic lip-sync.
3. Beep the recordings *afterwards*.
Regarding the question of whether to do electronic beeping at all: In one of my favorite Sierra adventures, Leisure Suit Larry 7, the character Peggy curses all the time. I know from a post by Al Lowe that they used the approach above. Here's a game play video -- skip to 7:40: https://youtu.be/2te2rhDKR7g?list=PL888BB845C22F2A66
Voilà, TWP Uncensored Edition!
Maybe something similar what American TV does: The mouth could be pixelated during sweari..., no, wait...
It's not too late to rename the game to Thimblebeep Park. Beeping is for precious snowflakes who can't handle the fucking truth that is Ransome. I mean beeping truth. I'm European, I'm allowed to swear on the internet :-)) .
If the tutorial is only present in easy mode (and I knew that it existed at all), I'd probably start an easy game play the tutorial, then quit and start a hard game.
So tell me, what's so cool about the world of TP? :)
Thanks!
Though, I wonder how the beeps would accord with the soundtrack.
A) <5
B) >4 and <50
C) >49 and <78
D) >77 to infinity and beyond
The configuration file will be 150 KB in size, minimum. And that's only the normal game configuration not including VR settings. :-)
Including the (in)famous "TWP Dev Blog User Options"
..."Every week, we talk about the option we leaked last week, and what we are going to leak next week."
That could be very funny. ;-)
Please?
Pretty Please?
Please with sugar on it?
Not claiming to be complete, posts with same sounding options are left out randomly.. and you also have to guess the context..
developersdevelopersdevelopers .. ehm optionsoptionsoptions or developeroptions?
http://pastebin.com/3fucjYip
As it seems i was the first who "demanded" an option, at least naming it "option"?! Luckily there are other option-connoisseurs out there. Eventually it developed into a running gag.
I want to thank Ron and the whole Thimbleweed Park Team to listen to our "concerns" (or at least not banning our IP) and adding options to suit our retro-needs. Also talking about changes makes me (or us?) want to play it in modern-without-options-enabled-which-renders-it-stupid-or-ugly-in-short-how-it-was-intended-to-play-mode rather than sharpening our pitchforks. Chapeau!
p.s. after re-reading all this stuff, is the "[X] Commodore 64 load times" mode implemented?
Then I can say, with reasonable reason, that "the game will be ugly and a huge failure"! (That's a NAOMI™ spell, Neapolitan Apotropaism Of Magic Inversion).
I think I'll go vanilla.
Thimble*BEEP* Park
Another idea is, he starts saying the "beep"s during the beginning of the game. At some point during the game when he becomes really upset, he gets pissed at the beeps as well, he swears at the beeps and switches pronouncing the actual swearwords from then on. Of course, this might be hard to do at this point,since there's a string freeze in the production.