Friday Questions

by Ron Gilbert
Feb 10, 2016

We skipped Friday Questions in January because it was the beginning of the new year and we didn't want to set a bad precedent by actually doing something on time. It's better to expect failure and be surprised by success than expect success and be disappointed by mediocrity. Or something like that. I need to work on that quote a little.

Well, it's time for Friday questions. Post your questions in the comments and David, Gary and I will do our best to answer them.  As always, only post one question per comment and don't post too many questions, we tend to tune out when a single person is posting a ton of questions.

Ready. Set. Go!

- Ron

P.S Commenting is closed.

Brian Ruff - Feb 10, 2016 at 19:43
Will you be reaching out to us soon about doing some playtesting for you guys?

Charles - Feb 10, 2016 at 19:44
When you finish controller support will you leave that controller support in the mobile editions so we can play on AndroidTV(nVidia Shield, Nexus Player), Apple TV, Fire Stick/TV, etc...

Brian Ruff - Feb 10, 2016 at 19:48
What's Dave Grossman's favorite color?  (the correct answer is "burnt umber")

Matheus Freire - Feb 10, 2016 at 19:56
How is the testing process? Do you have unit testing or any other kind of automation? As a game tester, I'm curious to know how Robert is testing the entire game.

Robert Megone - Feb 11, 2016 at 09:00
Hi Matheus,

Thanks for your question! I'll avoid going into too much detail here as I need to save some content for the blog post that I've promised to write.

I am not testing the entire game by myself, we are working with testers and  will be bringing on additional testers over the course of the next few months.

Testing is going well, we are currently focusing our efforts on a cross section of the game and I am laying down the foundations so that other testers can join the team and get to work.

As for automation, Ron has previously mentioned that the game has the ability to play itself. We call it TesterTron 3000™.

Kenney - Feb 10, 2016 at 19:58
Whats everyone's go-to EASY MAKE™ cruch time food?
(You know, food thats easy to make becasue you're too busy working 27 hours a day to eat or sleep)

Danilo Martins - Feb 10, 2016 at 19:59
Question 1: After Thimbleweed Park comes out, considering the game is well received by the fans, adventure enthusiasts and general audience, do you plan on making similar games on the future?

Question 2: Did you guys make any wrong calls when creating the initial infrastructure for the engine that you're still paying the price?

Question 3: How longer does it take to make sure the game script doesn't allow dead ends (similar to most of LucasArts adventures) vs "not caring too much about it" (similar to Maniac Mansion, or 90% of Sierra's adventures)?

LogicDeLuxe - Feb 11, 2016 at 04:12
If the answer to question 1 is "yes", will there be a true "Monkey Island 3" among them?

Okona - Feb 11, 2016 at 06:29
Ron answered that already:

He'd do it only if he would be in full possession of the Monkey Island IP. I.e. Disney would have to sell that to him.

Big Red Button - Feb 11, 2016 at 09:08
I would even be extremely happy, if he made a similar seafaring game instead, provided that the main character would be as naive as Guybrush was at the beginning. Maybe a game about Sinbad, vikings, the Hanseatic League or a rum dealer in the caribbean, who gets robbed by pirates. But it's not ripe for decision yet, of course.

Tony M - Feb 10, 2016 at 20:00
I've been listening to all the podcasts, and I hear a lot about "wiring up a room" so I'm wondering for if you can explain what that means, and how you do it.

Nor Treblig - Feb 10, 2016 at 23:42
Wiring up a room is the process of putting a room into the game.
Especially putting an (preliminary) image of the room in, connecting exits to existing rooms and setting up walk boxes.
Afterwards the room can be actually traversed in-game.

Later objects and interactions (including dialog and puzzles) can be added/scripted.

See this article:
But don't confuse that wireframe art with wiring up the room. My guess is that there wasn't any real wireframe art anymore since Mark joined the project...

Paul - Feb 10, 2016 at 20:07
With the game's music, will there be any kind of specific genre or theme to the music?

(Eg. Monkey Island had piratey and Caribbean and tribal, Grim Fandango had jazz and Mexican, etc.)

Peter Brodersen - Feb 10, 2016 at 20:13
Since you publish the game yourself do you feel that you are allowed to do stuff you otherwise might not have been able to do, such as swearing, cursing, introducing more adult themes, having harsh opinions on named brands and so on? Have you ever feel restricted in this way by an earlier publisher? Not that I think Monkey Island (or the podcast) would be improved by having someone say "fuck" or showing off 8-bit nudity just because it is allowed.

My question is mainly inspired by Douglas Crockford's famous "The Expurgation of Maniac Mansion for the Nintendo Entertainment System" article about Nintendo's standards and necessary censorship due to the conversion:

Alex - Feb 10, 2016 at 20:29
I'm working on a story for a point and click adventure and I'm at the point where I need to decide if it's gonna be in 2d or in 3d.
I'm thinking 3d like in Grim Fandango or 2D like in Monkey Island 3.
In your experiendce, is it harder to make a game in 3D or in 2D?

Nor Treblig - Feb 10, 2016 at 23:49
Whatever your decision will be: Add tank controls! The world is so much better with tank controls :-)

vegetaman - Feb 10, 2016 at 20:33
Actually a question back to the old Lucasarts days..... Did you guys working there during the Maniac Mansion era ever run into George Lucas, Ben Burtt, and the crew that comes to mind when you think of at Lucasfilms and if so did they have any involvement on the LucasArts side of things?

Harrtb4 - Feb 10, 2016 at 20:49
Big fan of the old LucasFilm games. Especially Monkey Islands 1 and 2 and Sam & Max Hit the Road. I sadly have not had the pleasure of playing Maniac Mansion or Loom, But I may in the future when time permits. I've been following this blog for a while,lurking quietly, but now I wish to present this question to all of you. Without spoiling too much (too late?) will there be any cameos in this game from any of the characters from older point and click games? I'm not asking for specifics here, a simple yes or no will suffice. I love the blog, love what I see of Thimbleweed Park, and look forward to buying it and playing it later this year. I know you guys hear this a lot, but thank all of you for developing this game. Glad that the little kid in me has something to look forward to again.

Mattias Cedervall - Feb 10, 2016 at 21:15
Ron, will there be a puzzle in Thimbleweed Park involving snow considering your love for skiing? It would be cool if there is a mysterious location with a totally different climate.

Roger - Feb 10, 2016 at 21:23
When you have a day or moment not wanting to work, what do you do?

Geoffrey Paulsen - Feb 10, 2016 at 22:00
So, how much has your game flow graph changed since you wrote it last year?  Are you keeping it current as you change gameplay?

Christian - Feb 10, 2016 at 22:33
Is there any place I can learn more about the heap in Scumm on the C64 and how it managed to load scripts like Ed walking to the door and keep them resident in memory? Especially how shared assets like characters were attached to rooms instead of stored separately?

Nor Treblig - Feb 10, 2016 at 23:22
Since there wasn't enough mentioning of comics in the podcasts lately here is a question for Gary:

More than half a year ago I tried to order Bad Dreams on Amazon ( but it couldn't be shipped.
In December Amazon finally gave up and cancelled my order :-(
It's also nowhere listed on !?

So my question is: Where is the best place to buy it for having it shipped to Europe?

Big Red Button - Feb 11, 2016 at 12:20
I experienced the same, also a half year ago. It seems like it was sold out.

Joel Dorsey - Feb 10, 2016 at 23:44
You mentioned a while ago that you would try to put mini games in the arcade machines. Are you still thinking about that or is there not enough time to put it in at this point in time ?

Derrick Reisdorf - Feb 11, 2016 at 12:13

Wluut - Feb 11, 2016 at 13:13
It might be horrible from a QA perspective,  but I liked the idea (someone had in a previous post) of outsourcing the mini games to the community.
I think there are a lot people out there who would love to make some mini games for TP.

urielz - Feb 11, 2016 at 00:55
You mentioned that if TP was successful then you might do another game.. My question is, would it be necessarily TP related or could it be something new? Also, would you guys take some time off to recover or would you jump right away into the next project?

Timo - Feb 11, 2016 at 01:14
How would you compare graphical adventure games as a storytelling medium with novels, short stories, movies, comic books, interactive fiction, and others? It seems you have put a lot of effort into the story aspect of the game with character development and flashbacks, and having a balanced dependency chart divided into acts. Also, do you write the story and characters first, deriving puzzles from the story, or the other way around?

Duff - Feb 11, 2016 at 01:21
Have any of you, while wiring up a room etc, sneaked in a gag or in-joke for the others to find? And if so, will any of those remain in the final game?

Meg - Feb 11, 2016 at 01:33
Will there be any inventory animals? I like being able pick up an animal of some kind.. it's like carrying around a pet.

Do me a favour and have a rat or something that I can pick up, even if it is not part of a puzzle... OK thanks.

Franzzle - Feb 11, 2016 at 01:37
After the blog post about controllers for consoles, I was wondering about the mobile versions of the game.

One of the direct problems I can imagine is that you won't be able to see the sentence made out of verbs and items because your hand will obstruct it (as the text is centered and placed above the inventory and verbs). So my main question is: how will touch events be translated to the game and will the GUI need some changes because of that?

Ben Henson - Feb 11, 2016 at 02:05
If after completing Thimbleweed Park you guys decide to make another point and click adventure re-using the game engine, will you offer a discount to Thimbleweed backers considering their funds paid for development of the engine?

Ok I admit this is less an actual question and more a wish on my part :)

Orcan Ogetbil - Feb 11, 2016 at 02:12
It is not entirely inaccurate to attribute part of the success of the original Monkey Island games to the beautiful soundtrack. The music wasn't just an afterthought; it was essential to the gameplay, and some themes even became one with the characters. Was this a perk of being at Lucasfilm at the time? Do you or will you put as much consideration to the soundtrack of Thimbleweed Park?

PS: David, it is pronounced like Or-Jon.

Rockford - Feb 11, 2016 at 14:32
Guess what my mobile ring tone is.

S Hunter - Feb 11, 2016 at 02:25
Why did you choose square pixels?

I'm tired of this clearly "shapest" attitude towards round pixels (circ-els) that is rampant in the inde game industry.

While I don't intend to boycott your game, I do intend to feel smug and self-righteous as I watch your game through a pair of salt-shaker lids.

Good day, Sirs

T.M. - Feb 11, 2016 at 02:30
How do you find working from different locations versus the good old days when you all were working in the same building or even in the same office room, and which would be your preferable option today?

Amb - Feb 11, 2016 at 02:42
If there was one side character you could grab and reuse from your LucasArts days, who would you grab and why?
(Personally, I'd like to grab Meathook)

Cole Trickle - Feb 11, 2016 at 02:54
What are your lessons learned from Maniac Mansion and Monkey Island 1+2 that influenced TWP? Storytelling, graphics, puzzles, characters.....

Fargetv - Feb 11, 2016 at 02:55
Will there be a first-person section of the game where you can shoot people?

James - Feb 11, 2016 at 03:02
Did you enjoy playing the lucasarts adventure games that you didn't work on? (Or had less involvement in?) because in a sense you were denied our experience of playing your games without "knowing what's going to happen".

Robert Carr - Feb 11, 2016 at 03:14
A good measure of how big this game really is might be how long it takes someone to re-play the game (i.e. basically remembering how to solve the puzzles).. do you have a sense yet of how long that might be? or at least with what you have now, how long does it takes you?

(I think MI2 takes around 3 hours to run through completely)

Kyle Anderson - Feb 11, 2016 at 03:26
Ron, as a backer, can we put on our résumé that we worked on the game?

The reason I ask is because I did that and they said they call you... I'm freaking out.. when you answer the phone can you pretend to be my assistant? Also, if they ask, I came up with the title.. you wanted to call it "Spooky Eighties Murder Town"

Ema - Feb 11, 2016 at 05:57
I think Ron will surely put your name in the credits as project leader.

Quillermo - Feb 11, 2016 at 03:40
What is the process of coming up with new puzzles? Where do you get your inspiration from?

Farooq - Feb 11, 2016 at 03:48
Will the menu retain the look of the original ones brought up by pressing F5? I kinda love them. They completed the whole look of the game.

Jaap - Feb 11, 2016 at 03:51
Being stuck finishing up this game and battling your escapist thoughts, what kind of game would you now rather work on afresh? (e.g. what kind of setting/atmosphere, dynamics, art style or whatever)

Tsa Tsa Lopy - Feb 11, 2016 at 03:56
Trend Topic everyone is talking about: „Making of“ – Art Book
I suppose the Art Book will be a somehow edited version of the blog (or an alternative version completely composed by monkeys).

Anyway – what kind of additional content do you plan to add?

E.g. sketches, cutted rooms/puzzles, Team Bios, ‘How Blog-Feedback influenced the game’, Personal Top-10-Occult-Book-Titles, etc…
Or other cool stuff you can’t talk about yet (mostly because you havn’t thought about it yet)

By the way – you don’t have the time to do an Art Book – work on the game! ;-)

Sushi - Feb 11, 2016 at 03:59
(I have asked this in the comments of podcast #40,  but I'll ask again here, although it is not TP-related):
In "Zak McKracken and the alien Mindbenders" the pawn shop owner says " That's the last one with transparent gloves" when you buy the wet suit. Did you add that line late in development when you realised you forgot the gloves to get NASA's stamp of approval "suited for extra-terrestrial use" ? Or did Gary not figure out how to draw a hand in a glove?

Martin Wendt - Feb 11, 2016 at 04:27
The colors on C64 are quite tricky.
I extracted all the body-parts that Zak is constructed of here:
Each character reuses the same (multiplexed) sprite with the same '4' colors (one of them is transparent :).
So face, Shirt, legs. You can not turn the Hands black without turning the face black as well.
Each Character has a single 'free' color. There is a reason why Michaels Shirt is 'light red' in Maniac Mansion :)
See here:
Or you would need new animated arms for that special case. Memory was very tight for these games on C64 (I can tell ;-). I.e. all the data you see in the link was RLE packed in vertical columns and when Zak was facing left, the data was mirrored in real time and so on.
Such an ambitious engine. I simply love it!

David Fox - Feb 11, 2016 at 20:15
Great answer, Martin. That sounds totally accurate. I just answered the question (wrongly) below the previous post. So clearly, when I realized we were stuck not being able to do black hands, I came up with the idea of transparent gloves. Easy fix. Didn't have to throw out the engine or redo everything else.

Christian - Feb 11, 2016 at 04:25
What happens right now if you enter an undone area: Is it playable? Is there temporary art? Are all puzzles finished and wired up or are you designing puzzles and text?

Sig - Feb 11, 2016 at 04:27
Is the Thimbleweed development pipeline faster/better to work with than the old Scumm system, or comparable?

Helge Frisenette - Feb 11, 2016 at 04:28
Do you guys ever miss getting together over a beer, cake, pizza or whatever and just chat, relax an let your mind run free in a friendly atmosphere? Or are you too driven?

Sushi - Feb 11, 2016 at 04:51
As far as I know this is the first game featuring both dialogue trees (using the "talk to" verb) AND multiple playable characters.  
Can you comment about the possibility to "talk to" other playable characters and how you have handled that in your game design?

(elaborating a bit so you can skip below part for the podcast)
I imagine things get messy if you would allow the player to select both sides of the conversation. I expect you only control the current selected character. But if you can switch to the other character and start a new dialogue,  how do you keep that consistent which was said just before? Or will the playable characters be non-conversational towards one another? That seems unlikely with the agents interrogating everyone, which is important for the "suspension of disbelief".   If I were you, I would just remove dialogue trees and/or multiple characters from the game... just kidding!!.

Ema - Feb 11, 2016 at 06:02
In the fate of atlantis you had verbs. And you could talk with the other playable characters. While, if I remember well, in dott the playable characters talked among themselves just during cutscenes.

Sushi - Feb 11, 2016 at 07:05
True, but Ron/David/Gary did not work on either of those games, so I am really interested in their view on the matter.
By the way, in DOTT, the kids are split up and/or avoid to be in the same room (unless in cutscenes) to avoid this issue all together. In fate of atlantis, Sophia is just a side-kick to Indy which you only switched to e.g. to pull two switches at the same time or so. Not a possible murder suspect... I think controlling both protagonists and antagonists adds a whole new and interesting dimension to Thimbleweed Park. (At least new for these guys)

Ema - Feb 11, 2016 at 06:06
Anyway: if you are in the person of character A, it perfectly makes sense that you won't choose the sentences of character B. Because, simply, he or she is another person. If you change character and you become character B, it will be the same. In the fate of atlantis it was so, and it made sense to me.

Richard - Feb 11, 2016 at 04:56
How do you decide that a puzzle is at the right level of difficultly to go into the game?  Do say, 3 out of 5 playtesters have to of been able to complete it without hints?  I was replaying MI2 yesterday and I can't believe that many people must of been able to complete the spitting contest without some hints.

Zak Phoenix McKracken - Feb 11, 2016 at 05:05
- How many goals ("sprints") have been successfully achieved so far?

Sig - Feb 11, 2016 at 05:29
Isn't it annoying that Slicy doesn't store the position where the different exported layers are supposed to be in order to construct the original image in the psd?

larsen - Feb 11, 2016 at 06:00
Have you ever considered writing a book about programming an adventure game?
I can think of several reasons that make such a project sound:
• your posts about the implementation details of TP are always very interesting and inspiring. I'd like to read more;
• there are examples of books about programming that use games as application domain for the code presented (just to name a couple: "Land of Lisp" and "Realm of Racket"). I'm not saying that the aim of the book should be teaching programming, but apparently these two fields go along well;
• I think your expertise and your writing style could result in a fun and informative book to read;

Okona - Feb 11, 2016 at 06:16
With all this great information in the blog. How about a developer's commentary in the game?

Arto - Feb 11, 2016 at 06:21
When will "Thimbleweed Park - The Movie" premiere?

Gaffen - Feb 11, 2016 at 06:53
As an experienced, self-taught web dev I'm really curious as to how to level up my coding abilities.

What would be your recommended way of getting started in game development be? Unity? Coding a Game Engine? I've settled in Haxeflixel for the time being because of ease of cross-device export and being fairly high level. As I'm a big indie game and pixel art fan I'd say it's safe to assume I'd want to start off with 2D.

Grafekovic - Feb 11, 2016 at 06:56
Is the budget halfway on target?

Big Red Button - Feb 11, 2016 at 07:10
1) I just watched the IGN video once again, which is really promising, and I recognized that you cut the nodding out, except for Ray's back view and the mysterious pigeons. Why did you omit it?
I hope that it wasn't due to the comments, because some of them were actually a bit unfair, given that you presented it at a very early stage. In my opinion it wouldn't have needed too many changes to make it look more realistic. I think it might have been sufficient to hold the upper position for a slightly longer while and to reduce the lift of the face to only one pixel instead of two. Furthermore, the ears should be still.

2) Whenever I see the verb interface, I perceive it as being unpolished. The GUI from LeChuck's Revenge was much more aesthetic. If I remember correctly, you foreshadowed that it would be revised somewhere down the road. If so, when is it scheduled? I think it may be advantageous for any public demonstrations, if you polished it at an early stage?

3) A few years ago Ron wrote in his blog about how he would have made a 3rd Monkey Island game, *if* he made another one. See this link:
He mentioned that he would allow (and even encourage) anyone to make fan games. Are you going to allow TP fan games as well?

Big Red Button - Feb 11, 2016 at 08:37
In terms of point one: Back in the "Walking and Talking" blog post from August Ron wrote that the lift was only 1 px wide, which actually applies to the upper and the lower contour of Reyes' head. I don't want to play the fault-finder, but, however, the eyes, the ears and the nose definitely moved 2 px wide. I think they simply overshot (especially the ears).

Bogdan Barbu - Feb 11, 2016 at 09:33
Since these aren't questions...

1. Not sure how head bobbing could be made to look realistic, as you say, since people don't typically bob their heads as they talk, unless they suffer from aortic insufficiency and show de Musset's sign. :)

2. There are a couple of things I think could probably be improved about the interface, too. First, when the inventory has many items in it, the arrows that appear to its left seem a little crowded in there since everything else is spaced out so neatly. Secondly, the dark verb countour lines make them less sharp, which looks inconsistent with the rest of the sharp text (e.g., the white text that appears as you rest the cursor on top of things that you can interact with). I don't love the bullet points in the dialog options either. But I do think the font is an interesting choice.

Big Red Button - Feb 11, 2016 at 10:42
Of course they were meant to be questions. Just take a look at the question marks (except for the second one in point 2, which was a mistake). I only supplemented some annotations.

1. "realistic" is relating to the look of the movement itself. Maybe it's not usual in the reality, nevertheless it appeared in some point & click games, such as Monkey Island. Therefore, I would have liked it. Moreover, it prevents the impression of an unmovable neck.

count - Feb 11, 2016 at 07:22
Would you support someone doing an Amiga port? I figure some things like the lighting would be hard to do given hardware constraints, but most of the game should be possible.

Andreas - Feb 11, 2016 at 07:25
Looking at a screenshot of the Thimbleweed Nickel Room, I was wondering about the following:

If drawing a room which has a large horizontal extent (wider than the screen), do you still use only one vanishing point somewhere near the center?

Ben Fraser - Feb 11, 2016 at 08:38
In that this is a detective story (I think...) will the game 'remember' if you as a player have found or seen things when interacting with people/ objects? It is a bit of an RPG type mechanic but it's one thing I think could improve a lot of point n clicks and makes a game feel more immersive.

Or will there be a 'notebook' for clues such as things like the old Westwood Blade Runner game?

TL'DR Can you get the detective work 'wrong' or anything, or is it a purely linear game?

Adam (From Scotland) - Feb 11, 2016 at 09:03
Question to all:
If you could make a point and click adventure game based on any movie, old or present, what movie would you pick, and why?

Carlo Valenti - Feb 11, 2016 at 09:10
Last time, I asked if you were "going to answer THIS question", and Mr.Fox answered "NO", thus frying out all my circuits and valves.
But now I'm back, threatening and powerful with brand new circuits, filled with hatred against David,
and I ask him: will you give the same answer to THIS question?

Horst - Feb 11, 2016 at 14:28
I see what you did there...

R.C.M. - Feb 11, 2016 at 10:02
Was the 'Where'd you get that other pipe' gag in Monkey 2 created from a bug, or was it deliberate?

Jasko2000 - Feb 11, 2016 at 11:21
Short version: How well are you able to predict how successful a game will be commercially or how it will be received by critics?

Longer version: I assume near the end of development of every game you have some feeling about how the game turned out (e.g. 'this one is really good' vs. 'this one turned out pretty average'). Does this feeling accurately predict the commercial and critical success of the game?

Jasko2000 - Feb 11, 2016 at 11:25
Do you change your opinion about your own games as time goes by after they are released? (Ron mentioned that he hates each game near the end of development, but I assume he also has some less emotional opinion at the same time :) ).

Derrick Reisdorf - Feb 11, 2016 at 11:53
The folks at Double Fine have released (and will continue to release) remastered versions of their old LucasArts games- Grim Fandango, Day of the Tentacle, and Full Throttle.  You’ve had similar experiences with the special editions of Monkey Island 1 and 2.  How involved were you with the development of the Monkey Island special editions, and do you have any desire to do a Maniac Mansion special edition/remaster/remake?

Derrick Reisdorf - Feb 11, 2016 at 11:55
If you were involved in a Maniac Mansion remaster, would you consider redesigning (or think you’d be given the liberty to redesign) some parts or puzzles of the game?

Darkstorm - Feb 11, 2016 at 11:57
In Monkey Island, when you talked to certain key characters you'd get a close up shot of them (I.E. while talking to them.  However this wasn't in Lechuck's Revenge, and you've previously stated it won't be in Thimbleweed Park

I always really liked them, so I was just curious why you added them for Monkey Island in the first place, and why you decided not to use them in subsequent games.


Mattias Cedervall - Feb 11, 2016 at 15:59
I too like the close ups.

Derrick Reisdorf - Feb 11, 2016 at 12:04
With Double Fine essentially breaking down the wall to be able to remaster some of the old LucasArts classics, do you think we might eventually see a Maniac Mansion remaster or remake?  What effort would be required to make it happen?  Do you think these remasters have any impact in the ability to obtain old IPs?  Would you ever consider designing a new game based off the Maniac Mansion IP without actually owning it?

Derrick Reisdorf - Feb 11, 2016 at 12:07
Any thoughts on seeing Maniac Mansion getting an unofficial re-release when it appears in Day of the Tentacle Remastered?  Are you involved in any way with that project?

Derrick Reisdorf - Feb 11, 2016 at 12:56
Check out this video of a Day of the Tentacle Remastered playthrough:
Matt Hansen is wearing a t-shirt with The Cave on it!

longuist - Feb 11, 2016 at 17:25
oh no, they removed the verbs...

Arto - Feb 11, 2016 at 18:15
They are optional.

Derrick Reisdorf - Feb 11, 2016 at 12:26
Do you own the IP to Freddie the Fish or Putt-Putt?  Any desire to make children's games again?  Do you think games like that would be successful in the current games/entertainment market?  What platform would be mostly targeted for children- mobile?

Derrick Reisdorf - Feb 11, 2016 at 12:48
With your preliminary design for controller support, you implement "hot spots" that allow the player to cycle through nearby selectable objects.
Do you feel that this takes away from part of the experience of traditional point-and-click gameplay where a player would need to first scan the screen with their eyes and then point to objects of interest with the mouse cursor?
(Being able to cycle through objects nearly eliminates all pixel-hunting in any form.  I also believe that it eliminates the ability to design puzzles where the appearance of a key object is intentionally modest or seemingly inconsequential- E.g. the branch of a tree is a secret lever.  The player wouldn't normally think to "click" on the branch, but perhaps the answer to a puzzle directs him to do so.  I also enjoy pixel-hunting in it's purest form- finding the needle in the haystack, if you will- as long as it makes sense and is humorous...and as long as there are no more than a couple, at most, within the game.  Like, finding something in the dark, or (to the extreme) finding a 1-pixel gumdrop randomly placed in the game as an achievement/trophy- I gave an example of this puzzle in a previous post.)

Derrick Reisdorf - Feb 11, 2016 at 12:53
In all your years in game development, what game or position was most difficult or made you feel most out of your element?  What made it difficult or unpleasant and what did you do to persevere?

Nor Treblig - Feb 12, 2016 at 06:58
Regarding Ron my guess would be being in the position of a pitcher (i.e. pitching games/game ideas to publishers).

Duphus - Feb 11, 2016 at 13:39
Will the  Engine/Wimpy (I don't know if Wimpy is just the name of the tools but I read it in an older post and it stuck for some reason) be available for the public?

Juan - Feb 11, 2016 at 13:42
What are your favorite voice messages so far?

240pza - Feb 11, 2016 at 14:07
Are there any news on how the kickstarter backers can upgrade their reward level?
I would love to pay some extra cash for the collector's edition boxed copy. :)

Peter Campbell - Feb 11, 2016 at 14:15
When designing the game to be set in 1987 and looking at the changes between then and now, what are you most nostalgic for that was common/popular in 1987 but has kinda gone away since?  For me it's easily arcades.

Deadite137 - Feb 11, 2016 at 14:22
Q: What kind (if any) work/scheduling strategies does individual members of Team Thimbleweed employ?
For example do you work straight 9-5, do you work in 45 minute chunks and 15 breaks etc?... And if it doesn't count as an additional question do you listen to anything like a podcast/audio book/play an olde movie in the background or do you exclusively enjoy the deafening silence of the mundane (for pure concentration/sadism)?

(Long time follower, first time commenter. I love this blog, getting an inside to the creative process and can't wait for the game)

Joshua - Feb 11, 2016 at 14:46
How do you see the chances for young creators in the current gaming business? With all these free Dev-Kits and platforms (browser games, iPhone, iPad, Indie-XBLA) – do you think it has become easier to make a name for yourself and actually fulfil your projects?

Jura Snodtball - Feb 11, 2016 at 16:38
The characters. Who and what inspired you in terms of designing them? And are there any of them who didn't make into the game?

inexile - Feb 11, 2016 at 17:25
What kind of music/what artists do you enjoy listening to the most and does this personal taste have any influence on the game's soundtrack?

Arto - Feb 11, 2016 at 18:13
Why are Ray and Reyes named so similarly?

Peter - Feb 11, 2016 at 18:34
The term "Nerd" or "Geek" is very popular in our culture, these days. A "Nerd" or "Geek" is often associated with Comic Books, Computergames, Informatics, Doctorate Students, Fantasy and SciFi Culture and collectors Editions. Would you consider yourself beeing a classical "Nerd" or "Geek", like Sheldon Cooper from the Big Bang Theory? Do you think it's a big cliche or something real. Would you consider, that somebody in one of you're games is a Nerd, like Bernhard in Maniac Mansion or Zak?

Oregondanne - Feb 11, 2016 at 19:58
To Ron, Gary and David: What is your favorite point-and-click adventure game of the last four years? (Oxenfree and other "non-traditional" point-and-clicks do count.)

Zombocast - Feb 11, 2016 at 20:36
Ron, Can we get a flashback from when the old Gypsy was a young woman?
Where she talks about her lover.. Guy Brush back in the 1930's..
And just as the camera is panning down to her young voluptuous breasts..  
It flash forwards to 1987 showing her saggy chest?

Orcan Ogetbil - Feb 11, 2016 at 21:45
Can you give us percentage of completion for the game development as of now? What percent of: all rooms is wireframed, the story is written, the puzzles are coded, the inventory icons are drawn, the animations are complete, the sound is integrated, the final artwork is done and wired up ..?

Zombocast - Feb 12, 2016 at 00:41
Ron can we get a Blade Runner ending? As Detective Ray and Rayez drive into the sunset?
This audio:
This animation:

Bogdan Barbu - Feb 12, 2016 at 00:55
Will backers/supporters choose which version of the game they will get (Steam, GOG, iOS, Android, etc.)?

Bogdan Barbu - Feb 12, 2016 at 00:58
I remember you guys saying something about Steam keys but I don't know what arrangements can be made for other platforms.

Simon Simon - Feb 12, 2016 at 01:49
Gary, Octavi and Marc:
Would hexagonal pixels shake things up in your pixel-art style?