[HN Gopher] Source code of "Delores: A Thimbleweed Park mini-adv...
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       Source code of "Delores: A Thimbleweed Park mini-adventure"
       released
        
       Author : Audiophilip
       Score  : 144 points
       Date   : 2020-06-21 16:31 UTC (6 hours ago)
        
 (HTM) web link (grumpygamer.com)
 (TXT) w3m dump (grumpygamer.com)
        
       | ocdtrekkie wrote:
       | It's a little sad he isn't interested in taking PRs to improve
       | the game, even if I appreciate why: He actually believes in real
       | testing.
       | 
       | 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.
        
       | leetrout wrote:
       | Thimbleweed Park is the first game of this type I've ever played.
       | It was so good and the story was fantastic.
       | 
       | 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!
        
         | HellDunkel wrote:
         | I used to play a lot of these games when they had state of the
         | art graphics. I loved the art style but the story&characters
         | didnt really grow on me.
        
         | koski_pindora wrote:
         | You might like Indiana Jones and the Fate of Atlantis too. That
         | is an awesome game. I like it as much as any of the films. (Or
         | even more. There are at least 3 different ways to play it
         | through.)
        
         | wolfgke wrote:
         | A cyberpunk-themed adventure in pixel-art style was released
         | very recently in May 2020. I mention this since I can imagine
         | that some people in the HN audience might love it:
         | 
         | VirtuaVerse
         | 
         | *
         | https://en.wikipedia.org/w/index.php?title=VirtuaVerse&oldid...
         | 
         | * https://www.gog.com/game/virtuaverse
         | 
         | * https://store.steampowered.com/app/1019310/VirtuaVerse/
        
           | shmerl wrote:
           | I just finished it not long ago. Some puzzles are very hard
           | but the game is pretty good.
           | 
           | The soundtrack is superb too:
           | https://masterbootrecord.bandcamp.com/album/virtuaverse-ost
           | 
           | See also: https://valenberg.tumblr.com
        
           | the_af wrote:
           | Thanks for posting this! As a fan of adventures, cyberpunk
           | and pixel art, I somehow missed this. It looks just like my
           | cup of tea.
           | 
           | 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/
        
             | wolfgke wrote:
             | Even thoughit looks like I would like the story setting of
             | Gemini Rue, I am not sure whether I would like this game or
             | not. The reviews mention action sequences; these are rather
             | not my cup of tea.
        
         | martin_bech wrote:
         | Then you should absolutely play Monkey Island. Its available in
         | a good "remastered" edition.
         | https://store.steampowered.com/app/32360/The_Secret_of_Monke...
        
           | dividuum wrote:
           | And Monkey Island II as well as Day of the Tentacle. Both
           | also remastered:
           | 
           | https://store.steampowered.com/app/388210/Day_of_the_Tentacl.
           | .. https://store.steampowered.com/app/32460/Monkey_Island_2_S
           | pe...
        
             | pengaru wrote:
             | DOTT is particularly special for being a sequel to Maniac
             | Mansion, a Gilbert game I had briefly played somewhere on
             | the original NES.
             | 
             | 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.
        
             | jonny_eh wrote:
             | Even though the first two entries in the Monkey Island
             | series are classics, my personal favourite is the 3rd, The
             | Curse of Monkey Island. Gorgeous artwork, beautiful music,
             | and hilarious writing and voice acting.
        
               | riffraff wrote:
               | I agree, but art-wise the remastered editions are also
               | pretty nice.
        
               | klipt wrote:
               | _We 'll fight you in the harbor
               | 
               | We'll battle you on land
               | 
               | When you meet singing pirates
               | 
               | They'll be more than you can stand._
        
         | rmetzler wrote:
         | I think it is a must to play the monkey island adventures then!
         | If you want to compare this to a movie or show, Pirates of the
         | Caribbean would probably be mentioned, but monkey island was
         | first.
         | 
         | 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.
        
           | aasasd wrote:
           | > _The Pirates of the Caribbean franchise originated with the
           | theme ride, which opened at Disneyland in 1967_
           | 
           | IIRC Monkey Island took some inspiration from the rides.
        
           | Chazprime wrote:
           | Fun fact: _Pirates of the Caribbean_ began life as a film
           | adaptation of Monkey Island at ILM.
           | 
           | 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.
        
             | squeaky-clean wrote:
             | I always thought the jailhouse dog was an homage to the
             | part of the Disney ride where a dog is holding a key in its
             | mouth in front of a bunch of prisoners. I've never played
             | any of the Monkey Island games to know if that's
             | significant in them though.
             | 
             | https://pirates.fandom.com/wiki/Pirates_of_the_Caribbean_(r
             | i...
        
         | bdefore wrote:
         | Welcome to a new style of gaming! There's a lot of hidden gems
         | out there. Since you're into quirky I highly recommend Dropsy:
         | https://store.steampowered.com/app/274350/Dropsy/ ... Really
         | unique and excellent character development.
        
         | silveroriole wrote:
         | I really wish HN had spoiler tags so I could give a warning
         | about why lots of people will find the story disappointing
         | compared to classic adventure games. I guess maybe I can say
         | that if you were ever annoyed by the ending of Monkey Island 2,
         | stay far away from this one.
        
           | Trasmatta wrote:
           | I loved the ending of Monkey Island 2, so maybe I would enjoy
           | this game.
        
             | sedatk wrote:
             | I loved it too. I loved how they connected it to the first
             | game in the ending chapter and all the fourth wall breaks.
        
         | tempodox wrote:
         | The signals are strong tonight!
        
       | omegabravo wrote:
       | because it took me too long to find it I think it is this:
       | 
       | https://thimbleweedpark.com/
        
         | kencausey wrote:
         | https://store.steampowered.com/app/1305720/Delores_A_Thimble...
        
         | boudin wrote:
         | It's the code source from another game, that is a side story of
         | Thimbleweed Park. It's made by Ron Gilbert too.
        
       | lb1lf wrote:
       | From the GrumpyGamer post referenced on the GitHub page -
       | 
       | <<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.
        
         | lb1lf wrote:
         | Just to make it clear - I did not in any way intend to comment
         | on the quality of Ron Gilbert's dev tools - however, his
         | observation holds true for a number of tools I've been hacking
         | together myself - not to mention a few others which I've had
         | the mixed blessing of being handed in a 'finished' state...
        
       | hombre_fatal wrote:
       | I like how the DeloresDev/Prefs.json you have to update isn't
       | JSON but a simple "key: value\n" file.
        
       | phendrenad2 wrote:
       | This isn't F/OSS, IANAL but the blog post seems to indicate that
       | making a game with it is prohibited.
        
         | Nursie wrote:
         | The license is here
         | https://github.com/grumpygamer/DeloresDev/blob/master/LICENS...
         | 
         | 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.
        
       | [deleted]
        
       | phendrenad2 wrote:
       | Delores: A Thimbleweed Park mini-adventure is a point-and-click
       | adventure game for PC from the developer of Thimbleweed Park, a
       | higher-budget kickstartered point-and-click adventure. Here's the
       | into blog post:
       | https://grumpygamer.com/what_i_did_during_the_pandemic
        
       | flashgordon wrote:
       | I was always curious if there was a "first-class" port of the
       | scummvm for canvas/webgl? I know there were efforts using
       | emscripteen and all that but they all died because of
       | discrepancies in architectures etc. Anybody aware efforts in this
       | area to write scummvm groundup for the web?
       | 
       | I am really really really hoping the answer is no so then my next
       | question would be - anybody interested in building one? :)
        
       | ed25519FUUU wrote:
       | > _Don 't believe the myth that programmers can test their own
       | code. They can't._
       | 
       | 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.
        
         | egypturnash wrote:
         | I think the rest of the paragraph you're reacting from goes
         | into why he believes this, after a long career of writing video
         | games:
         | 
         |  _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._
        
       | A4ET8a8uTh0 wrote:
       | It amazes me how much is available today to anyone even remotely
       | interested. I still remember cousins having to record radio
       | signal on cassette to later use on their computer.
        
         | andretti1977 wrote:
         | I did it!!! Can you believe in the 80s you could "download" a
         | game simply recording a public radio broadcast?! Amazing times!
        
       | pansa2 wrote:
       | Interesting, it's written in "a custom language called Dinky that
       | is based on and inspired by Squirrel".
       | 
       | 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?
        
         | 7thaccount wrote:
         | One well known one was called "GOAL" I think and was a scheme
         | based scripting language from Naughty Dog games. I think it was
         | used on one or two games 10-15 years ago.
        
           | sshumaker wrote:
           | GOAL wasn't a scripting language - the entire Jak and Daxter
           | series, including renderer, physics etc was written in it. It
           | compiled to native PS2 code for the EE and VU processors.
        
         | schnable wrote:
         | The author has been writing his own game engines and scripting
         | languages for decades, so he has a lot to go on, and sounds
         | like he enjoys.
        
           | gpderetta wrote:
           | And Dinky is of course one of the islands in Monkey Island 2.
        
       | bdefore wrote:
       | For those interested in a more modern take on SCUMM, there's a
       | new tool built for Unity: PowerQuest
       | https://powerhoof.itch.io/powerquest
        
       | butz wrote:
       | Note, that actual game engine source is not available. That's a
       | bit sad for users who want to run this game natively on Linux and
       | other unsupported platforms.
        
         | deckarep wrote:
         | That never stopped the gracious folks on the ScummVM team ;)
        
       | niqmk wrote:
       | Why steam is free, and you gave a source code? How would you
       | planning to make a buck and make a living?
        
         | chrisseaton wrote:
         | Explained in the blog post https://grumpygamer.com/delores_dev
        
         | senko wrote:
         | He has been making a living out of computer games for decades.
         | 
         | He shared more context about the release here:
         | https://grumpygamer.com/delores_dev
        
       | re wrote:
       | "Grumpy Gamer" is Ron Gilbert, responsible for SCUMM, Monkey
       | Island, Humongous Entertainment, and more:
       | https://grumpygamer.com/about
        
       | dang wrote:
       | We changed the URL from
       | https://github.com/grumpygamer/DeloresDev, which has the code, to
       | the blog post that gives a bit more background.
        
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       (page generated 2020-06-21 23:00 UTC)