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Return to Monkey Island

grumpygamer.com

31–40 of 62 posts

Re: Return to Monkey Island

#31

I'm excited, I played my first monkey island game on the ipad, and it was great! I wonder what game engine they are using ? I'd love to figure out how to make my own telltale or monkey island style game!

Likely on the new engine they used for Thimbleweed Park. If you want to make something similar, there's a number of point and click game engines (and game engine layers, such as for Godot and Unreal) around. Heck, even SCUMM is still (somewhat) usable.

Re: Return to Monkey Island

#32
post #27

Earlier quoted context omitted.

Ron likes to use engines he built himself. I'd guess its likely to use the successor to the same engine he built for Thimbleweed Park [1]. That engine has some interesting design/development docs in both the Kickstarter backer updates and the Thimbleweed Park blog. Ron seems unlikely to release the engine itself directly as open source or anything like that, but: The Thimbleweed Park mini-adventure Delores was "sourc…

If you were to create a point and click today with off-the-shelf engines, what would you use? AGS? Adventure Creator? Game Maker? Visionaire? Unity w/ an adventure game package (forget what this was called)? Sounds like you know your Adventure game engines thus the question I think Wadjet Eye uses AGS, IIRC.

What's the budget and target audience?

At my usual budget (side projects on own time) with no artists I mostly just tinker with dialog trees in Twine or Twine-like languages. (I've got my own finished YAML-based Twine-like and my own unfinished Inform-inspired Twine-like that maybe one day I'll push closer to completion.)

Given a small budget, I feel like you can go a long way with Löve 2D or Ren'Py. (Both were "compile" targets of my YAML-based Twine-like at various points. Which I mixed with some awful programmer art.) Ren'Py especially has a lot of the tools you need to do off-the-shelf Point-and-Click adventures well for a great price and relatively easy learning curve with a ton of examples and tutorials out there to learn. I think Ren'Py's focus on "Visual Novels" tends to get it overlooked for "point-and-click adventures", but even as "just" a prototyping tool on the way to a "proper Western viewpoint point-and-click" it shouldn't be dismissed so quickly.

Given a larger budget and a general desire to use off the shelf tools where I can I'd probably start with Unity as a base today. It has most platforms covered and I like C# as a language and a growing body of "indie" artists have good experience with it on their CVs. I haven't investigated the existing adventure game packages for Unity, but I've heard good things. I've also heard good things about Inkle's Twine-like engine for Unity.

I'm also sort of watching Unreal Engine 5 as a weird dark horse here given enough budget, and that might be a big budget. Some of the stuff that Unreal Engine 5 is doing wouldn't be directly useful in a "point-and-click" in the traditional sense, but has me curious if there's room to explore things like a modern take on the GRIMe engine with off-the-shelf tools. (GRIMe being Grim Fandango's engine for an attempt at 3D adventure gaming.)

Re: Return to Monkey Island

#33
post #30
post #25

Earlier quoted context omitted.

Thimbleweed Park was a great game. Lots of great in-jokes, a useful help/hint system, and the classic old-school adventure game look/feel that I played as a kid and since longed for. I’ve long awaited more stuff from Ron Gilbert since then.

I'm going to avoid spoilers because I don't know how welcome they would be, but I kinda hated the ending. It felt like a lazy cliche which made me feel more distant from the characters who I had become friends with.

How appropriate, you fight like a cow.

Re: Return to Monkey Island

#34
post #30
post #25

Earlier quoted context omitted.

Thimbleweed Park was a great game. Lots of great in-jokes, a useful help/hint system, and the classic old-school adventure game look/feel that I played as a kid and since longed for. I’ve long awaited more stuff from Ron Gilbert since then.

I'm going to avoid spoilers because I don't know how welcome they would be, but I kinda hated the ending. It felt like a lazy cliche which made me feel more distant from the characters who I had become friends with.

I felt the same way. But to be fair, one could expect that as he pulled the same thing in MI2.

Re: Return to Monkey Island

#35
post #27

Earlier quoted context omitted.

If you were to create a point and click today with off-the-shelf engines, what would you use? AGS? Adventure Creator? Game Maker? Visionaire? Unity w/ an adventure game package (forget what this was called)? Sounds like you know your Adventure game engines thus the question I think Wadjet Eye uses AGS, IIRC.

What's the budget and target audience? At my usual budget (side projects on own time) with no artists I mostly just tinker with dialog trees in Twine or Twine-like languages. (I've got my own finished YAML-based Twine-like and my own unfinished Inform-inspired Twine-like that maybe one day I'll push closer to completion.) Given a small budget, I feel like you can go a long way with Löve 2D or Ren'Py. (Both were "comp…

How about Godot ? It looks fine to me.

Re: Return to Monkey Island

#37
post #30
post #25

Earlier quoted context omitted.

Thimbleweed Park was a great game. Lots of great in-jokes, a useful help/hint system, and the classic old-school adventure game look/feel that I played as a kid and since longed for. I’ve long awaited more stuff from Ron Gilbert since then.

I'm going to avoid spoilers because I don't know how welcome they would be, but I kinda hated the ending. It felt like a lazy cliche which made me feel more distant from the characters who I had become friends with.

I am convinced that the game has either a second ending or a secret area, but I couldn't find any way to reach either.

Maybe there's a "good" ending, but no one has managed to find it yet. One can only hope...

Re: Return to Monkey Island

#39

Earlier quoted context omitted.

What's the budget and target audience? At my usual budget (side projects on own time) with no artists I mostly just tinker with dialog trees in Twine or Twine-like languages. (I've got my own finished YAML-based Twine-like and my own unfinished Inform-inspired Twine-like that maybe one day I'll push closer to completion.) Given a small budget, I feel like you can go a long way with Löve 2D or Ren'Py. (Both were "comp…

How about Godot ? It looks fine to me.

I've only skimmed Godot's documentation. I think at least in a few respects, I'm still waiting for Godot. (I cannot avoid the literary pun that they created for themselves in their naming, I'm sorry.) One of those respects that is particularly relevant here is in "point-and-click adventure"-specific tooling. To my understanding all of the packages for doing "point-and-click adventures" on Godot are still much more nascent/under-developed to their Unity counterparts. But again, I've not been keeping up with Godot that well. In part, because, as I admitted I like C# (even as [ab]used by Unity), Unity seems good enough, and Unity has a lot of experience under its belt that Godot doesn't have yet.

Re: Return to Monkey Island

#40

Earlier quoted context omitted.

What's the budget and target audience? At my usual budget (side projects on own time) with no artists I mostly just tinker with dialog trees in Twine or Twine-like languages. (I've got my own finished YAML-based Twine-like and my own unfinished Inform-inspired Twine-like that maybe one day I'll push closer to completion.) Given a small budget, I feel like you can go a long way with Löve 2D or Ren'Py. (Both were "comp…

How about Godot ? It looks fine to me.

Godot isn't quite as ready for off-the-shelf usage in a high end game, mostly because of rendering performance. The architecture isn't performance-centric since the core team is focused on features and UX. It's fixable - everything is when the source is available - just a question of whether your project can justify the trade-offs and investment involved. To match what Unreal is doing right now essentially means writing a software renderer that executes on the GPU, along with various layers of streaming and caching to prepare assets for this pipeline; right now Godot is still aiming for lower-hanging fruit.

But since Godot is getting some serious backing these days, give it a few more years and it'll probably be a juggernaut in the space like Blender.

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