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Return to Monkey Island

grumpygamer.com

51–60 of 62 posts

Re: Return to Monkey Island

#52

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!

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…

Adventure Game Studio is still developed: https://github.com/adventuregamestudio/ags

I don't think it's best for the look particular character design shown in the trailer there. Actually, I think devolver has an open engine too, no?

Re: Return to Monkey Island

#53
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.

AGS is like 35 or something MBs and free open source software, you can get it here: https://www.adventuregamestudio.co.uk/forums/index.php?topic...

You can test it and see how it works if it's adequate or not for your specific usecase.

Re: Return to Monkey Island

#54

Earlier quoted context omitted.

Curse of Monkey Island acknowledged it and gave an explanation in its endgame exposition if you got deep into dialog trees during the LeChuck Does a Major Villain Monologue part. It was a satisfactory enough follow up for me. But yes, Ron has announced this will be his follow up to LeChuck's Revenge entirely ignoring the direction that Curse of Monkey Island took with it and directly forking the sequel paths.

He said he's not breaking cannon: https://twitter.com/grumpygamer/status/1511022135191384067 Not sure how that relates to this particular arc though.

> "Murray is in this game"

Excellent. (Murray is the comedic talking skull from Curse of Monkey Island.)

Re: Return to Monkey Island

#55

Earlier quoted context omitted.

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 writ…

Looking at the teaser video, Godot (or any other generic engine) wouldn't really struggle with this. It's like few hundred sprites with light scene hierarchy. What Unreal is doing right now is insanely-detailed 3D geometry and lightning, which is aimed at film industry and AAA 3D action games.

I wouldn't use AGS either because its animation is frame-based, and this latest Ron's game seems to use skeletal animation heavily.

More important than the engine is the rest asset pipeline. A crucial part is the tool to author all the skeletal animation sequences. Some engine editors have this built in, and there are dedicated tools like Spine and Spriter. They already supply some 'runtimes' to play out animations in many different engines. Looking at supported engines (http://esotericsoftware.com/spine-runtimes) should help with choosing one.

Re: Return to Monkey Island

#57
post #50
post #49

Earlier quoted context omitted.

the derision of MI3 stems from the fact that it's not Ron Gilbert "endorsed" (or made from him). My personal opinion is that it's stylistically above everything else but I recently played 3 and 4 again and I have to say: The jokes in 4 are way better. Considering that part 4 is "universally" derided, this just means that it's best to make up your own mind (but for new players who are short on time: just play 1+2 :D).…

What's so special about the Ron Gilbert imprimatur? I think the first two games were good, but considering them as "auteur" works is wrong, since so much of what went into them comes from the contributions of many people (the art, small details and minor jokes, etc.). The overall plot and destiny of the characters is totally unimportant, not least because of its status as a farce.

These games (e.g. Monkey 1+2) weren't made by many people, they were made by a handful of people. Like 3 people for dialogues and story, so the impact of a single person is way higher than in AAA games. And as I said the great thing is that other "legends" return as well, like Dave Grossman (design), the voice actor of Guybrush and the musician Michael Land. So, this game appears to be a return of the old guard who made the originals. And let's be honest: As fans of the originals, who else would we want to be working on a new iteration?

Nonetheless, I'm with you insofar as other people (like Tim Schafer) could theoretically also make a great Monkey Island without Ron Gilbert. And also humor > story.

Re: Return to Monkey Island

#58
post #48

The Curse of Monkey Island was my first contact with the series and I really enjoyed it at that time! I remember vividly the challenge, as a child, of playing it in English while only having the game’s guide on my native language (Portuguese). Some parts of the translations where totally messed up, making it so hard to understand what I needed to do in the game that I stopped playing it for some years until I could f…

All us non-native speakers remember the monkey wrench joke/puzzle.

Re: Return to Monkey Island

#59
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…

Thanks for the in depth response! I mainly toy around with Twine (interactive fiction) but have been wanting to branch off and learn some game creation. I have Unity w/ Adventure Creator and RPG Maker 4. I'm not an artist by any means so being able to import assets like with the Unity marketplace is great.

I've been looking for something that would be akin to Wadjet Eye making games- I' assuming they have an entire template they use and mostly replace art assets although I could be completely wrong. Some of them have very different Stat/etc systems.

Anyway, I just want something fun to dabble on that won't frustrate me too much. I'm familiar with Renpy and have done some work with it but like you mentioned I've overlooked Visual Novels for P&Cs. I guess I could do the conversations/story in twine/renpy and worry about the mechanics of moving around/interacting with a world down the line.

I only know Golang and some python, so the c# for unity was intimidating. I was really hoping to find a decent go game engine but I haven't found anything relative. There is a golang game engine I forget its name.

Re: Return to Monkey Island

#60
post #44

Funny how this was a April Fools announcement that only fooled people who thought it was fake! I actually liked Curse of Monkey Island (MI 3) but am very excited for this one. Also check out the Special Editions for MI 1 and 2 which were very good: https://store.steampowered.com/bundle/6588/Monkey_Island_Col...

There also exists a version where the original MI1 and 2 have the talkie dialog patched in from the special edition. That's my preferred way to play:

https://archive.org/details/monkeyisland1and2ute

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