Thimbleweed Park Gameplay
by Ron Gilbert
Oct 12, 2015
Oct 12, 2015
There might be some small spoilers in this video. Nothing big. No puzzles or plot information revealed, but I know some people don't like spoilers of any kind, so we're disclaimering this one.
It's a five minute walkthrough of the Thimbleweed Nickel Newspaper, a little of one of the streets and the Post Office, all featuring some new art from Mark and a couple of characters from Octavi.
As with anything we post here, this is not final art and animation. There are a lot of little issues we'll be addressing during the various polish phases.
Please, sit back and enjoy my soft, emotionless narration as I take you through a bit of the game.
- Ron
Great job!
Even for our short point-and-click adventure I often found it hard to write a script to let the main actor do this or react on that and then always break and wonder 'what could she say to this?'.
Douglas Adams would have suited your team as well I believe :)
The post-office guy somehow seems a giant when he is further or perhaps higher, but maybe thats just me.
Also, what a dream come true this game is. Oh, boy.
But the outside scene needs some chirping sounds like in Maniac Mansion. ;-)
I love the scene *very* much. It's hilarious how the coffee shop closed - and now the post office is selling coffee, too!
I *love* the winding path through the newspaper rows.
PS: The boxes do seem to be gone, now that I took a closer look.
Honestly, I do not understand why some here seem to single you out for typing +1 (informative) posts. I understand it's more fun to get these tidbits of information directly from the roots, but it's not like you could give away any information that hasn't been dispensed before. At this point you are merely helping like a FAQ would, and you participate in the blog with just as much speculation on what might or might not happen.
Someone said "Ooh. They removed the black box behind the text."
Then Bagdu responds "They said they probably would but we can't know that for sure. For dialogues, the verbs and inventory can disappear. That won't happen for other actions, like looking at something."
Huh?
They. Removed. The. Black. Box. Behind. The. Text.
Someone was making a simple observation.
And then Bagdu basically says "Umm...I don't know about that. I question your observations."
Okay, we all pretty much know that this was a case of Bagdu misreading what Arto wrote. But, I guess that's just a case of him needing to read a little more carefully.
I don't have an issue with him posting as much as he wants. He often provides pertinent information. Sure, sometimes he doesn't, or provides us a bit too much conjecture, but I hope he sticks around.
The only issue I have is during the developer questions posts- I just think it would be good to refrain from trying to answer these questions when you might #1 interpret the question wrong or #2 not know which developer will want to answer the question and how s/he would want to answer it. I think it would be nice if they can read the comment thread free of clutter. But, hey, I'm being Bagdu. One of the developers said they didn't mind it, so who am I to say. :)
I think we all want you to stick around and participate in the forums, Bagdu, but we're just asking that you read a bit more carefully and try not to speak on behalf of the devs. When we see someone new to the forums who is asking about information that is clearly in the FAQ, we can kindly point them in that direction. Cheers! Peace, love, and furry animals.
I would like to see a character in the game called Bogdan who provides a similar service, perhaps providing recaps of previous conversations or hints from what you have learned previously :D
Keep up the good work Bogdan and ignore the unfriendly comments!
I think it would be kind of funny if, in the game, there was an information kiosk in the Thimbleweed Mall, and the was a guy standing next to it, let's say, eating a ridiculously oversized pretzel. A mall patron asks the worker in the kiosk where the bathrooms are and before the kiosk worker can reply, the pretzel-eater answers the question. "They're down the escalator right next to the pet store."
The kiosk worker interjects, "but, those bathrooms are being remodeled today. You'll have to use the bathrooms upstairs at the west end of the mall, by Razor's Records and Tapes."
The patron glances at the pretzel man, then back to the kiosk worker. "Uh. Thank you." He briefly looks back at the pretzel man, then leaves.
I kid. I kid. Let's stay together and all be friends. :)
Can't wait for the game. :D
"The devil lies in the details."
The ticket for laundry sticked on the inner part of Largo LaGrande room door?
-- is it just me, or the post-office-man looks a bit like Ron ?
So, if you ever need some money on the side, or it turns out game development just isn't "your thing", there is another career to pursue :)
https://www.youtube.com/watch?v=9t2jfFdhi8M
Tell me I'm not crazy.
Are you planning to adjust the font sizes? The spoken text seems very small compared to the verbs.
The first 10 amendments of the U.S. Constitution are then called "The Bill of Rights," and they are a pretty big deal to us Americans. :)
-dZ.
I think it is educational, too.
http://www.marabou.se/produkter/choco-jelly?p=7369
( for the record, I'm really just kidding )
it's like my inner child is having sex with Dana Scully right now.
That's very appreciated! I will skip this one.
Btw, I never got the point when people pay for early access to an adventure game.
Call it alpha or beta. To me that would massively spoil the fun of the final game.
I'd even say it just makes no sense for this type of genre.
But that's another story... :)
Oh - just my 2 cents.
I agree that part of the reward of playing through an adventure game is wonderment of entering a new room.
But I miss the annoying activity of opening the doors. Will that be added to the final game The changing of scenes is too fast as it is right now.
Only eagles need retina displays ;-)
Thimbleweedpark Team: would it be possible to add a game setting (potentially a slider) for walking speed?
Barn collapses on man. In a stable condition.
Olympic runner declared to be racist.
Honest Politician discovered in Olduvai.
Sue Sues Suez over missing shih tzu.
"Zombie apocalypse unexpectedly defeated by garden plants."
"Shipwrecked Rastafarian found in forbidden parallelogram."
"Twelve new Kardashians discovered on Moon."
"Medium accused of being average after failing to win at the horses."
"Author facing long sentence."
"Lottery cheat arrested in San Francisco"
"Suicidal twin kills sister by mistake"*
"Homicide victim admits case was overstated"
"Statistics prove teen suicide rate drops off after 20"
"Bear Grylls' Cola sponsorship fails to entice market. Yellow colored can blamed."
"B stands for Brilliant" :)
* Blatantly stole that one :)
Best investment I've made in a long time. Just these updates are worth every penny.
Great work guys!
One question for Ron: Are there any plans to have the screen "fade in" and "fade out" when entering/leaving a different building/room, or is the room transition always going to happen completely instantaneously?
By the way: Ron, I explicitly ask to keep at least THIS badge design in the final game :-D please...
The artwork here, however, aside from some anachronisms, does *not* look "too good" IMHO. It looks perfect!
I know there's going to be voice acting added to the game later in development but yeah, just wondering if there'll be an option to let the player toggle a "next" or "proceed" button to go to the next line of dialogue/on screen text and/or end it. Hope that makes sense lol.
I almost kind of wish that the game didn't have voice acting. I know I can turn it off, but...
I think the comic timing in Monkey Island 1 and 2 was always spot on. It always (just as in this video) reads exactly as fast as I want it to without having to skip forward. When you get voice performances, the comedy timing suffers, no matter how good the acting is. Plus it means they need to limit some of the text in the game because it's got to be recorded and stored which jacks up the filesize.
I'd take no voice performances if it meant twice as much text and dialogue.
http://mixnmojo.com/galleries/full/full20100721155413.jpg
Oh, and thanks for the post, the graphics and animation are great :-)
I know it might have been asked a tons of time, but what is the original resolution of background and characters?
One question: I might be a slow reader (English is not my mother tongue), but will the text speed be adjustable? The long text sequence I could barely get to the end of the sentence (not sure if the video was sped up, or if you were skipping quickly through the dialog).
BTW: does display time and text amount correlate, in this demo?
Think of people that don't have a native audio translation and will have to deal with secondary language audio. They might not understand every spoken word (perhaps a speaker has too strong of an accent or mumbles or what-not) and they would be glad if the text stays on somewhat longer so that they won't feel pressured by the game.
Also: The game really looks amazing! I love all the xxx-tron's 3000 :-)
+1
How is the dialogue invoked? It looks like right now it is invoked as soon as TALK is selected. Which is weird. You start chatting before you get over to the character you want to talk to. I guess some situations this would be okay. What if you controlled a loud-talking character that because the TALK action was invoked on a character way across the room, the player would have different dialogue? Hmm...Distance-dependent dialogue. If invoked at a distance, the player would yell, "Hey you over there!," for example. If near, the player would say, "Hey." Of course, no need to even consider this unless you designed a puzzle (or puzzles) around it.
Anyways. How would you move the dialogue to invoke after the walk path is completed (the player stops in front of a character/object)?
I guess you save the talk string, temporarily, and if the player completes his walk to the object uninterrupted, you evoke the dialogue with the chosen talk string parameters/variables?
In the post office, it is invoked after the player walks up to the postal worker.
I think I'm just going through code withdrawals. :)
I think the faster of the two (audio or text) should “wait” for the other to finish before going to the next sentence. I don’t think this would look/sound ridiculous. An option would be best, naturally.
I only have one point of criticism: the text is on screen for to0 quick a time period, for a non-native english speaker like me. And also I am a slow reader.
I hope the spacebar will serve as a pause-button, as it was in Monkey Island. Because that really saved me back then during conversations between characters.
At the post office I accidentally read "Please nail something" due to the small letters.
Also. If Disney don't give you guys the rights to Monkey Island, I think you should start thinking about making a 'spiritual successor' something like Ape Archipelago (you can keep the name) Starring Guidowood Thorpebrush.
Let the idea marinate for a while.
Add "Tum de Dum" sentence to the post office man!! This post office really reminds me The Phone Company in Zak McKracken™ and his "representetive" !!
Really really nice job you did so far! I am very proud of all of you!!
"We're investigating the murder. Know anything?" (The earlier comma was ugly, and didn't 'sound' right.)
Also: "Not much—just what I heard over the police scanner."
(I'd be happy to go through the text fixing these little details, actually.)
Ah good luck either way. So excited.
You know, that sort of thing.
To paraphrase Howard Wolowitz: where is your sense of whimsy, you muggle?
I, for one, appreciate these touches that humanize what could otherwise be quite robotic,plodding dialogue by exposing some quirks in characters' speech style; you know, how people actually talk. These are the kinds of things you might take for granted (not notice) in a film or televison show, but I think they really make a difference in the storytelling.
When I read something like that, I immediately get a sense for the personality of the character and kind of imagine a known actor/actress saying those lines. My go-to imaginary setting for this game is "The X-Files". Just imagine Mulder saying that line when interviewing/questioning a witness or suspect. Or, gore more fun and laughs, imagine Ned Flanders portraying Fox Mulder, in the same scene.
I expect it will bother you less --or again, you will not even notice -- with the lines read by skilled voice actors. Seemingly minor storytelling flourishes like this, plus a wicked sense of humor, make a huge difference between a mediocre game and a great one...
"Hi," he said. "It's nice to meet you."
"Hi, he said, "it's nice to meet you."
"Hi, it's nice to meet you," he said.
All of which sound and are delivered differently.
Excuse me for any splitting hairs, please, but I recognized that the street slightly appears to have smaller pixels. Will the backgrounds really have different resolutions?
@Ron, what is the reason for this?
(I can think of: to get a more detailed/zoomed out impression without the need for different character sizes(to reduce scaling artifacts.) Is this it or are there other benefits?)
These are two advantages. I understand that on principle, since 320px has always seemed a little coarse for far views.
Though, at the end, the pixels of the cursor and the GUI at the bottom might be not less than 50 % bigger than the pixels of the background, since they are probably designed for 320px. That's open to dispute, I think, albeit it's not crucial.
For instance another option would have been a resolution of 320px with vertical zoom for the higher shop signs.
I am a graphic designer and I focus mainly on the aesthetics and atmosphere adventure games tell the player, they play such an important role. Imagine if Monkey Island had Kings Quest graphics, I don't think story alone could have garnished the success it got, games are a package of talent.
Anyway, I've been wanting to ask you a question (I only just stumbled upon this website this week!). In a lot of your games, you revolve most of the story at night time. I don't know if anyone else has picked up on this - but as a designer I certainly have. So I'm curious, why night time?
Your 8 bit art made it to 9gag's hot page! http://bit.ly/1LlkIzo
"For a brief moment, my two obsessions collided and a universe was created"
http://bit.ly/1jplZyQ
Did I just create a perfect distinction between puzzle and adventure genres? Well, no.
( nevertheless I do feel doors need to be opened to enter rooms )
He could be a reporter of a Thimbleweed school paper ;)
We have to keep in mind that every character of old Lucas adventures is now copyright of Disney.
That's incredible, but that's real...
But copyright doesn't mean you can't even mention a characters name. Fair usage does allow some exceptions, including parody and criticism.
Just saying "Zak McKracken?" would be allowed as far as I can tell, but to be extra sure, the reporter from the Thimbleweed Nickel Newspaper could say "WHAT?! Zak McKracken is the worst reporter even!", then it's clearly criticism, which is allowed under fair use. :-)
(IANAL, TINLA and all that jazz...)
Answer should be a plain and short“Who?”, though. Zak wasn’t known to anybody in 1987.
When i can, i'll buy it for sure ;).
Take care and good luck.
Did somebody noticed all of them started during night?
Did somebody in the past figured out aby?
It's amazing... and thank you for that =)
I would have bought you a pumpkin spice latte if i'd known!
It's friday already, and I can't wait to listen to the next podcast! :-)
I am always disappointed about the information i miss.
Who volunteers for a transcript?
(Inevitable) minor nitpicking: The font doesn't look so nice and crisp when the characters talk.
Otherwise, this looks even better than I'd hoped. Very atmospheric and beautiful. Can't wait!
Thanks