Source code of “Delores: A Thimbleweed Park mini-adventure” released
grumpygamer.com
grumpygamer.com
I recommended it so some friends and they didn’t care for the story or the art style so I’m not sure why my recommendation fell flat but I felt like I was playing a game version of Twin Peaks. Quirky but captivating!
I’ll have to give Delores an ol play-a-reno!
https://store.steampowered.com/app/388210/Day_of_the_Tentacl... https://store.steampowered.com/app/32460/Monkey_Island_2_Spe...
The entire Maniac Mansion game is also included in playable form within DOTT, on a virtual computer found within the game's environment.
I remember first playing DOTT on the PC and discovering the embedded Maniac Mansion. Up until that point I hadn't realized I was playing a sequel to that NES game I'd long forgotten about.
They're fun games, quirky with a great sense of humor and playful innocence about them.
We'll battle you on land
When you meet singing pirates
They'll be more than you can stand.
VirtuaVerse
* https://en.wikipedia.org/w/index.php?title=VirtuaVerse&oldid...
The soundtrack is superb too: https://masterbootrecord.bandcamp.com/album/virtuaverse-ost
See also: https://valenberg.tumblr.com
I don't know if this will repay your helpful post, but be sure to check out Gemini Rue, also an old-fashioned point-and-click scifi game: https://store.steampowered.com/app/80310/Gemini_Rue/
https://store.steampowered.com/app/307580/Technobabylon/
While good, I thought Wadjet's Primordia, where you play a robot in a postapocalyptic civilization where humans no longer exist, was better:
https://store.steampowered.com/app/227000/Primordia/?curator...
Shardlight, another postapocalyptic sci-fi story, is also great:
https://store.steampowered.com/app/336130/Shardlight/?curato...
I grew up with this kind of games and the Lucas arts games were the ones I liked the best. Zak McKracken, Day of the Tentacle and lots of other adventures was what I like to play in the 90s.
Quite a few details survived the script rewrites...remember the jailhouse dog with the keys in its mouth in the first Pirates?
I believe Gilbert has petitioned Disney a few times now for the rights to Monkey Island to create new games, though I don’t think they’ve responded.
https://pirates.fandom.com/wiki/Pirates_of_the_Caribbean_(ri...
1. https://en.wikipedia.org/w/index.php?title=On_Stranger_Tides...
IIRC Monkey Island took some inspiration from the rides.
(That's as close to a non-spoiler as I can get.)
I also had the feeling it was a little too proud of some of its (other) jokes, and wore them out.
Use ROT13
> I've always skewed away from visual programming and dialogue engines. While they are great for beginners, getting real work done is problematic.
Having visual tools is certainly not just for beginners, i guarantee you that most AAA and many AA and even smaller projects use dedicated visual tools for things like dialogue. As an example see Obsidian's conversation editor described here [0] that they have used for several of their projects. For other examples see the dialog editor used in Witcher 2 (REDkit) or the editors used in Bethesda's games (the engine might be a bit clunky at times but the tools are largely visual, outside of quest-specific scripting of course). Witcher 2's tools also include visual quest and FSM ("steering") editors. These are all tools that are used to do real work.
Personally i have worked professionally in game tools for many years and visual tools are always an improvement over something basic. It is usually programmers that seem to want to ignore them, but i'm 100% sure that is because they can do most of the stuff with pure text (though rarely at the same speed as a good visual tool would allow, even if they think otherwise - note that i'm not talking about scripting here, this is often better done via a scripting langauge) and they do not like working with GUIs and such (i am one of the apparently rare programmers who likes working with GUIs) so they come up with excuses why their way is better.
Many things in games, including conversations (and perhaps high level quest flow, depending on the game), are better done with visual tools than text - especially if these tasks are to be done by non-programmers.
[0] https://jesawyer.tumblr.com/post/175082312536/im-curious-as-...
I am really really really hoping the answer is no so then my next question would be - anybody interested in building one? :)
Is it common for games to use custom scripting languages? I thought it would be more efficient to use an off-the-shelf language - Lua seems to be the most popular?
Dinky was the name of an island in Monkey Island 2, assuming some in-joke there.
A custom format like this doesn't help tooling, it hinders it.
One would hope a PR might at least be considered for inclusion when/if he does another update release of his own in the future.
«The other downside is these really are the dev tools we used to make the game, and like most in-house dev tools, they are poorly documented and very crude around the edges.»
What the man said. Sigh.
Maniac Mansion
Zac McKraken and the Alien mind benders
Day of the tentacle
Loom
Monkey Island
... a whole other bunch I wish I had played too ..
...
Enjoy!
And yeah, it's not FOSS, it's a limited source license for the game code (not the engine) with some non-commercial redistribution allowed.
Interesting take that I’m not sure I can agree with. Good programmers write good tests because, well, that’s one of the things that makes a “good” programmer. If you take a dedicated test writer out of the picture you must still have a good program with good tests.
The whole “blind spot” conundrum posited by the author can simply be solved by having at least 2 people on a project. Each one will look at the code differently and write tests differently.
Programmers will test for all the conditions they can imagine, but a good tester will imagine many many more and players will try things programmers never even considered. Knowledge of their code is the achilles heel of programmers. I've had code I was 100% sure was rock solid, only to have one of our testers reduce me to tears. A good tester excels at poking your code in places you never considered. I'm not talking about your unit tested sort routine, I'm talking about complex puzzle logic and odd UI uses. It's the stuff unit tests will never catch, but a good tester will. Testers are the unsung heroes of your team, treat them very well.
(My own projects I pretty much write it by myself, and test it by myself. Although, I would like other people who are also interested to also test it, but currently it isn't.)
He shared more context about the release here: https://grumpygamer.com/delores_dev