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Ron gilbert escape from monkey island
Ron gilbert escape from monkey island







You've expressed a fair amount of criticism for modern adventure games, but are there any positive lessons to be learned? Did any of those found their way into Thimbleweed? At the height of development, there were around 12 people working on the game.

ron gilbert escape from monkey island

Despite the success of the Kickstarter, we don’t have the money to support a large team. The second reason comes down to resources, mostly money. Those were small teams, and small teams can work very differently than large teams - more nimble, more opportunity for “improv”. The first is our attempt to try and recapture the charm of the LucasFilm adventure games. Ron: There are two reasons the team is so small. Is the experience similar to your LucasFilm days? Was it a conscious decision? You're coding, writing, and designing the game, but also managing the project. You're making Thimbleweed Park with a small team - most of whom are your past collaborators. We all love pixel art, not for the nostalgia, but as an art form. Ron: That decision goes back to our goal of recapturing the charm of Maniac Mansion and Monkey Island, and I think the SCUMM verb interface has a lot to do with it. So why the SCUMM interface? Why not use one of the "smart cursor" interfaces that have come since? But the puzzle design and dialogue borrow more from Monkey Island. The character design is highly influenced by Maniac Mansion, and so is the room layout. In terms of design, is Thimbleweed Park more closely related to Maniac Mansion or Monkey Island?

ron gilbert escape from monkey island

Tune in tomorrow, Friday the 31st, at 8 PM UTC on /gogcom. For those who want to know more, we're also having a Twitch stream where Memoriesin8bit and Flaose will the game and their questions on Ron Gilbert. We recently spotted the legendary Grumpy Gamer standing outside Thimbleweed Park's city limits, wearing an "Ask Me About Thimbleweed Park" badge - It was hard to resist the urge. There are all manners of modern bells and whistles built within its pixely exterior, and its design has also done away with the unnecessary frustrations of the past while preserving their old-school charm. As Gilbert himself keeps stressing, this is not an adventure game made exactly the way those classics were made, but one that plays like your memories of these games. That was the idea behind Thimbleweed Park and that's what over 15.600 Kickstarter backers helped him create.

ron gilbert escape from monkey island

As a point & click pioneer, it's only fitting that Ron Gilbert gets to be the one to bring them back the way we fondly remember them: as pixel-art, story-heavy affairs, riddled with compelling puzzles and humorous interactions.









Ron gilbert escape from monkey island