![]() ![]() One question: Do you guys plan on having Thimbleweed Park feature any type of fast-travel system on the map screen for areas already accessible for a specific character when that character is standing outside? For example if you have already accessed both the circus tent and post office for Detective A, could Detective A standing from outside the Cowboy Bar "warp"to the outside of the circus tent from the map screen or would she have to walk (or drive.?) the entire distance? Or. What, no Starbucks, McDonald's or Walmart? I thought every town had at least a dozen of each, what kind of town is this? :::Just kidding of course lol::: ![]() It's also important to remember that these "rooms" scroll, so they can be, and often are, more than one screen wide. Please note: as with anything you see on this dev blog, don't become to attached. Some of these rooms won't make it into the final game because they'll end up being redundant, uninteresting, or the puzzle required for their existence was cut. Now that we have a map, we'll start the process of adding, removing and editing. The pillow factory is another that will expand dramatically, as well as the circus and the hotel. For example, Delores' Mansion is 3 rooms on the map, but it will end up being closer to 8 or 10. The map below includes all the major locations, and some will grow by 5 or 6 rooms. Our limiting factor will be the work involved in drawing and implement the rooms. With Maniac Mansion and Monkey island, disk space was our number one limiter of size and with Thimbleweed Park, that's close to a non-issue. We've always thought about Thimbleweed Park being Monkey Island size in terms of the world, so we're shooting for 100 rooms and will probably come in at around 80 or 90. Monkey Island had around 70 explorable rooms and another 15 or so close-ups, title screens, etc. Maniac Mansion had 36 explorable rooms, plus another 5 or 6 rooms for things like the title screen or the talk show set. It's good for dramatic reasons, but also helps with focus and making sure they aren't overwhelmed with too many choices too early. As players solve puzzles they get access to more and more of the ever expanding world. Seeing them all connected together also points out problems with bunching or choke points.Īn adventure game world should open up like an onion (well, an inside-out onion). Having a list of rooms is one thing, but when you see them all connected together, your brain (or at least mine) can start building an image of the world. SCUMM called them rooms and many of the commands used that word and it's just stuck.Īs we've been putting together the puzzles and story, Gary and I have been keeping a big list of all the rooms in the game, but last week we finally put them together in map and starting making all the connections. I don't know if it was because Maniac Mansion took place in the mansion, so it was natural to describe them as rooms, or if the term originated in early text adventures. I'm not sure why the term "room" crept into my lexicon for describing locations in adventure games. Gary and I spent the time putting together the map of the world showing all the locations, or "rooms" as we call them. I spent much of last week working on the Thimbleweed Park design, so not a lot happened in the code. ![]()
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