Friday Questions
by Ron Gilbert
Sep 21, 2016
Sep 21, 2016
It's time for Friday questions!
Things are crazy around Team Thimbleweed right now, but we'll take the time off to do a Friday Questions podcast.
Make the questions good and remember, only one question per comment.
- Ron
COMMENTS ARE CLOSED
COMMENTS ARE CLOSED
COMMENTS ARE CLOSED
PS: No actual answer needed, just making you read this for our benefit. :)
I'd like to know if the lip sync has been implemented yet, since I don't have any idea on what could be the correct timing for such a tool.
And do you write the lip sync tool first, or do you draw the mouth positions first?
Thank you
Regarding your other question, it doesn't really matter whether you first do the tool or the art just like it doesn't matter whether you first draw the game's sprites or implement the engine. You may do one first or do them concomitantly.
The components of speech are called phonemes and the tool interprets recording to find out where each one occurs. Each phoneme has a corresponding mouth position. The game engine simply uses that timing information to render the correct mouth position at the right time.
Thnx,
Love this blog.
For all Us old farts (43 year old, that is) that have lost all capacity to concentrate and think....how "hard" is this game going to be? How frustrated that I don't "find the answer" to a particular puzzle can I expect to be?
Best regards,
Soren Ladegaard - Denmark
Best regards,
Soren Ladegaard - Denmark
In newer parlance you would call that modding support.
At the moment you are presenting the game on PAX, Gamescom and other conferences. Will you produce TV spots? Will you publish advetisements in newspapers and/or magazines? Are you going to use Google Ads?
Thanks!
Thanks. The game is looking really great.
Matt
Answering machine messages.
-please wait for the beep-
(And could you see yourself crowdsourcing content in future projects?)
You mentioned only one closeup/logic puzzle is in the game; any urge to conjure up another one or maybe even include a mini-game?
(No flame war please)
What other techniques from agile frameworks like Scrum, Kanban or whatever do you find useful, and what techniques proved worthless or hindering?
What Software Engineering have you done to improve quality across platforms that might be unique for Thimbleweedpark?
The right question should be: Is there an option to turn off the title cards?
...but you already know the answer!
You are very welcome to Sweden, Arto! ;-) You speak some Swedish, right? Have you been here before? I've been to Finland. I saw the hockey game Thursday night with my Finnish buddy. He thought Sweden would win (he was rooting for Finland) and I thought Finland would win (I was rooting for Sweden). Finland won by 3-2. Some people call me Matti. :-)
I've heard you talk about open sourcing the engine in the past and would love to hear any developments that you've added to the game that would support moving in this direction. This still in the cards?
...why do you want fog in this game?!?
Which piece of software that you would otherwise have to develop and code in-house in the old days has saved you most time during the development of Thimbleweed Park?
- TAKE THAT! -
http://www.cinemapioxi.it/zak/TP-delores.png
There has been shown and explained a lot of so-called wireframe art, which are placeholders for allowing to test early versions of the puzzles until they get either replaced by final art or completely removed, due to improvements of the puzzle design.
I assume hat this also applies to Loom.
Such as using the paint remover in the wrong way in Maniac Mansion.
https://youtu.be/9AA_QPR95ww?t=11s
( I remember this, erm, "Intro" too... luckily I managed to buy an original copy a couple of years later )
I want!!!
The Pinny Arcade pins will be for sale soon, not sure about the trading cards.
For example: a card game with the radio DJ. If you win he plays a wished song...
Big big hug to you all!
http://images.grumpygamer.com/mi-1a.jpg
Big big hug to you all!
I'm a bit late to the podcast but catching up (hit April today). I'm curious about sound in the game. David has mentioned adding sound effects a few times in the podcasts and I was wondering if this is a role he's taken on because of the nature of Thimbleweeds development or whether this was something he used to do in the LucasArts days as well? Did the role of sound/audio work land with the programmers then?
thanks
Are there any interesting stories behind this, or can you tell us how code and tools was shared between games back then?
The p'n'c games by Sierra have never been 'my thing'.
How much more difficult is creating an adventure game with multiple playable main characters like Thimbleweed Park as opposed to a game with a single playable character?