Friday Questions
by Ron Gilbert
Aug 04, 2016
Aug 04, 2016
It's time for Friday questions!
Bla bla bla... I'm sure you're as excited as we are... bla bla bla.
One question per entry. Bla bla bla.
Bla bla bla bla. Bla bla. Bla bla bla, bla bla.
Bla bla bla. :-) Bla! Bla!
- Ron
QUESTION ARE NOW CLOSED
When and How can I test the beta of this fantastic game ?
I too would like to have this answered, hopefully with an honest “yes”. (Hey, you could show us something at the Adventure-Treff party!)
Git, SDL, Squirrel, TexturePacker, Slicy... Could you name other frameworks and tools you are using to develop Thimbleweed Park? How do you name your new engine? Thanks.
(Beside Shirts and mousepads, like action-figures, mugs, mustaches, socks, caps, body care products, plush toys...)
I'm certainly interested in a patch for a cut-off!
Remember that both games claim to be set in 1987...
( There is a nuclear reactor "Made in Chernobyl", and the disaster occurred in April 1986, but this isn't an evidence that the story is set after 1986. Besides, the intro starts with "Twenty years ago today..." but there is no date shown. We assume that "today" is referred to the day the player is playing, that was 1987. Correct?)
The game is set in 1987, but the meteor landed in 1967.
This makes a lot of sense once you realize that the meteor had been influencing the Edisons for a long time.
-- [SBAMM!] --
It's stated that Thimbleweed Park should be set in 1987! There is Thimblecon '87, it's my evidence
-- [POINTING FINGER] --
So, how can it be set in 1990??
Your Honor, the defence has finished. No further questions.
Waiting for your verdict.
(Your Honor = Ron Gilbert)
---[Pointing wavey finger back]---
There is no evidence proving that the banner is current. All we know that there is a banner, where is the proof that the banner has not been up for some time.. say possibly 3 or 4 years?
In that case, the characters Dave and Sandy may have a correct temporal location, that is in the early '90s.
Good, you have a point.
... visually!
http://aceattorney.sparklin.org/player.php?trial_id=89273
Enjoy!
"According to Gilbert, the LucasFilm general manager Steve Arnold, had a long running joke in which he continually requested game designers to add a character named Chuck to their game. Gilbert and Winnick were the first to humor Steve's request in Maniac Mansion. Because the developers were unable to fit an extra character name in the game, they named an existing in-game plant."
https://www.kickstarter.com/projects/thimbleweedpark/thimbleweed-park-a-new-classic-point-and-click-adv/posts/1077586
Talking about PLOT non-linearities (from previous podcasts/entries I know there should be puzzle non-linearities in TP), what was behind the decision to introduce them, and will there be any in TP, maybe leading to slightly different endings (like sinking or not the ship)?
P.S. Have you always considered sinking the ship "canon"?
http://i.imgur.com/n0gugLB.jpg
...or in this one...
http://i.imgur.com/1gO6lDN.jpg
Today is 4th / August / 2016
...or, in short...
2^2 / 2^3 / 2^4
Sorry, programmer's mind...
[/OFF TOPIC]
I too wonder what else happened behind the scenes they kept secret...
...suddenly abandoned his job, jumped on a conveyor belt, avoided deadly crusher plates and reached the exit of the level.
I watched this fugitive and I couldn't believe my eyes. He was supposed to inhabit 2 square meters and he ran through the whole big level jumping from conveyor to conveyor and avoiding traps.
I tried to figure out what could have caused this, and it turned out that he incidentally threw his box on a conveyor belt, then followed the moving box, trying to pick it up. The box however got destroyed by some crushers so he was left without an object to pick up and tried to go back, but couldn't, because the conveyor was pushing him further. I had written some code for NPCs to get scared by "scary" things, and crusher plates on the conveyors were "scary" when they thumped and smashed stuff, so he avoided them and used the navmesh that I have made for the player (not for him or anyone else!) to jump from conveyor to conveyor and reach the exit (using some general instructions that scared NPCs that don't fight should look for the nearest exit).
This is when I truly understood what monster I have created :)
While scripting NPC behaviour I always remember MM and Zak and the NPCs there. They are always an inspiration to make something "alive" but this complexity sometimes creates unexpected bugs and situations like this one.
Recently I played Monkey Island 2 (SE) for about the fourth time in my life. (Btw. I managed to get stuck and once even had to check the walk-through (welcome early onset dementia)).
The beautiful artworks by Peter Chan, Steve Purcell and Sean Turner shown in the Bonus Features made me wonder what was the creation process behind the backgrounds. Did you with other lead developers write the story along with puzzles and room descriptions and gave it to the artists or did they help you sketch and visually develop the ideas from the start or was it some sort of back and forth process? And could you explain how was the approach different from the way you do it now in Thimbleweed Park?
(I had to try) :-/
The Secret Of Monkey Island started off with being the "Gate To Hell" hidden on the island. This is also confirmed if you manage to find and read the earliest drafts of the game's plot (which was quite different, but still had the main elements in it).
However, I believe it gradually started to evolve in Ron's mind as they began to work on MI2. As you can see, the parodical element, despite being also present in MI1, was greatly emphasized in MI2. You do have a humoristic take on the pirate world in MI1 (vending machines, fake pirate trials and so on) but nothing when you compare it to elements as the underground tunnels connecting islands in MI2. Guybrush also is depicted as more bash and "piratish", but in a way a child would be. The surprise ending is also surrealistic, dreamlike.
This has led people to believe that the whole thing is a fantasy set in a child's mind who believes he's a pirate and gets lost in a theme park in the USA. I am not sure this is actually true, but the evidence stated by many articles on the web does make some kind of sense at least.
Then Ron left LucasArts and the development team of MI3, in charge of making a game which "reminded people of the glory of the past MI games", decided to discard most of those elements in MI2 and opted for the version in which LeChuck had put a spell on Guybrush in the end of MI2. This is stated in the beginning of the game and more throughoutly in the final conversation with LeChuck (where it is stated that Dinky Island is an atoll of Monkey Island itself, connecting Big Whoop with the infernal Gate on MI).
This was done because no one was really sure of how things had really evolved in Ron's mind, and for the commercial future of the series (how people wanted the game to be and remembered it) it was much better to keep the fantasy pirate wolrd real and alive, and not just in Guybrush's head.
For the same reason, they had Guybrush marry Elaine, something I enjoyed a lot but that Ron has personally stated he would have never let happen.
So what is the secret of MI? As I said, I believe the answer evolved. During MI1, the secret was the Monkey Head and its gate to Hell itself. There was no other secret. Then it gradually evolved into something deeper during the development of MI2 itself.
Just think about Guybrush after being fired out of the Fettucini Brothers' cannon: "I am Bobbin. Are you my mother?" => LOOM
Or Guybrush quoting Indy "I am selling these fine leather jackets." Or the gas can and the chainsaw... this one spans over more than two games :-)
Thanks,
Kitty :3
Thanks.
But, now that I've had time to dwell on the idea of knowing what ideas they have for the included "feelie", I actually don't really want to know until I see the box or even receive the game in the mail.
From there the genre moved along an evolutionary path: Text adventures -> text adventures with graphics -> graphic adventures with text parsers -> point and click adventures -> walking simulators.
Sure there were text adventures and the Sierra Games out there at that time....but I wonder what made LucasArts go for it too...or use point+click to run through the adventure and not a text parser.
You can find even more references via Wikipedia:
- http://www.gdcvault.com/play/1014732/Classic-Game-Postmortem-MANIAC
- https://youtu.be/Q6IYgWh-qnY?t=2956
- http://www.usgamer.net/articles/use-questions-on-developer-a-ron-gilbert-retrospective/
(Since the Meteor arrived 20 years prior the game events and assuming Weird Ed was a child he could be maybe around 30 in the game?
Both Edna and Fred are retired according to the manual (but this doesn't mean anything). They both do look old...)
It's probably: "What is to secret of Monkey Island?"
It's Friday Questions also for you alright.
Where did you go on vacation?
What's the newest adventure game you've played and liked?
Any plans for a PS4 release?
Regards,
Jostein
What music do you listen to while coding? What makes you focus better?
Regards,
Jostein
https://www.youtube.com/watch?v=voJvtZ3jnL4
(You know- ones where you are given a closeup of the puzzle like a wiring board or one where you have to match symbols or follow/decipher a pattern.)
http://www.cinemapioxi.it/zak/Thimbleweed_Park_Fake_Podcasts.html