# The (almost) Real Transcript Podcast #68 (off-topic again)

**URL:** <https://forums.thimbleweedpark.com/t/the-almost-real-transcript-podcast-68-off-topic-again/2533>\
**Category:** Podcasts\
**Created:** [April 5, 2018, 1:04pm UTC](https://forums.thimbleweedpark.com/t/the-almost-real-transcript-podcast-68-off-topic-again/2533 "2018-04-05T13:04:34Z")\
**Posts on this page:** 20\
**Page:** 3

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**Author:** ![Ema](https://yyz2.discourse-cdn.com/flex030/user_avatar/forums.thimbleweedpark.com/ema/32/14101_2.png) [@Ema](https://forums.thimbleweedpark.com/u/Ema)\
**Post date:** [April 6, 2018, 2:43pm UTC](https://forums.thimbleweedpark.com/t/the-almost-real-transcript-podcast-68-off-topic-again/2533/41 "2018-04-06T14:43:01Z")

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> [@milanfahrnholz](#):
>
> Yeah, the autocorrect of Nokia was infamous for turning the name “Maxi” into the word “Nazi”…

One of the eeriest moments I remember… on my Nokia 3210, texting the word “ebraismo”… my T9 spelled it “fascismo”.

If you google it today, you’ll find I wasn’t alone in noticing it.

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**Author:** ![Ema](https://yyz2.discourse-cdn.com/flex030/user_avatar/forums.thimbleweedpark.com/ema/32/14101_2.png) [@Ema](https://forums.thimbleweedpark.com/u/Ema)\
**Post date:** [April 6, 2018, 2:44pm UTC](https://forums.thimbleweedpark.com/t/the-almost-real-transcript-podcast-68-off-topic-again/2533/42 "2018-04-06T14:44:48Z")

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> [@milanfahrnholz](#):
>
> > [@Guga](#):
> >
> > Well, in Italian, Nokia’s old T9 system had the interesting habit of suggesting “fascism” when you wrote “hebraism”. It was pretty fun.
> 
> T9 was really weird…

Sorry… I should have read it all the way down.

And, interesting fact… When I told, back then, to all my friend what I discovered, the most common reaction was: “How \* _beep_ \* come you texted the word “ebraismo”?!?”  
Apparently Guga and I had a weird teenage…

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**Author:** ![PiecesOfKate](https://yyz2.discourse-cdn.com/flex030/user_avatar/forums.thimbleweedpark.com/piecesofkate/32/93_2.png) [@PiecesOfKate](https://forums.thimbleweedpark.com/u/PiecesOfKate)\
**Post date:** [April 6, 2018, 5:25pm UTC](https://forums.thimbleweedpark.com/t/the-almost-real-transcript-podcast-68-off-topic-again/2533/43 "2018-04-06T17:25:54Z")

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> [@milanfahrnholz](#):
>
> > [@PiecesOfKate](#):
> >
> > Your memory is really quite something 🙂
> 
> Wasn´t that one of the earliest exchanges we had? I don´t know.

I think it was, yeah.

> [@](#):
>
> I´d still be curious to see a picture of that meeting if there is one, though.

There isn’t, sadly. She was just signing programmes at the stage door. I’m not sure we had cameras on our phones then, either, heh.

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**Author:** ![milanfahrnholz](https://avatars.discourse-cdn.com/v4/letter/m/cab0a1/32.png) [@milanfahrnholz](https://forums.thimbleweedpark.com/u/milanfahrnholz)\
**Post date:** [April 6, 2018, 5:32pm UTC](https://forums.thimbleweedpark.com/t/the-almost-real-transcript-podcast-68-off-topic-again/2533/44 "2018-04-06T17:32:16Z")

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Oh yeah, it used to be harder. Only photo I have of me is with that one guy…you know who sang that Smoke On The Water song…

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**Author:** ![Sushi](https://yyz2.discourse-cdn.com/flex030/user_avatar/forums.thimbleweedpark.com/sushi/32/163_2.png) [@Sushi](https://forums.thimbleweedpark.com/u/Sushi)\
**Post date:** [April 6, 2018, 5:54pm UTC](https://forums.thimbleweedpark.com/t/the-almost-real-transcript-podcast-68-off-topic-again/2533/45 "2018-04-06T17:54:03Z")

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Ian Gillan?

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<div class="post-metadata">

**Author:** ![milanfahrnholz](https://avatars.discourse-cdn.com/v4/letter/m/cab0a1/32.png) [@milanfahrnholz](https://forums.thimbleweedpark.com/u/milanfahrnholz)\
**Post date:** [April 6, 2018, 6:12pm UTC](https://forums.thimbleweedpark.com/t/the-almost-real-transcript-podcast-68-off-topic-again/2533/46 "2018-04-06T18:12:45Z")

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Yup, originally. Of course after him 3 other guys sang that one too in the band.

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**Author:** ![yrface](https://yyz2.discourse-cdn.com/flex030/user_avatar/forums.thimbleweedpark.com/yrface/32/11793_2.png) [@yrface](https://forums.thimbleweedpark.com/u/yrface)\
**Post date:** [April 6, 2018, 6:15pm UTC](https://forums.thimbleweedpark.com/t/the-almost-real-transcript-podcast-68-off-topic-again/2533/47 "2018-04-06T18:15:27Z")

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> [@milanfahrnholz](#):
>
> Only photo I have of me is with that one guy…you know who sang that Smoke On The Water

So you got to sing onstage with Deep Purple when you were a kid???

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**Author:** ![milanfahrnholz](https://avatars.discourse-cdn.com/v4/letter/m/cab0a1/32.png) [@milanfahrnholz](https://forums.thimbleweedpark.com/u/milanfahrnholz)\
**Post date:** [April 6, 2018, 6:30pm UTC](https://forums.thimbleweedpark.com/t/the-almost-real-transcript-podcast-68-off-topic-again/2533/48 "2018-04-06T18:30:20Z")

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> [@yrface](#):
>
> So you got to sing onstage with Deep Purple when you were a kid???

Based on what I said thus far that´s quite some conclusion to jump to!

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**Author:** ![besmaller](https://yyz2.discourse-cdn.com/flex030/user_avatar/forums.thimbleweedpark.com/besmaller/32/40_2.png) [@besmaller](https://forums.thimbleweedpark.com/u/besmaller)\
**Post date:** [April 7, 2018, 8:55pm UTC](https://forums.thimbleweedpark.com/t/the-almost-real-transcript-podcast-68-off-topic-again/2533/49 "2018-04-07T20:55:27Z")

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> [@Sushi](#):
>
> Oh please do and add it to git.
> 
> I went ahead and started in the old-fashioned way, writing every. Single. Word.
> 
> Adding the podcast to your playlist on YouTube will also help, as I can skip back a few seconds more easily there.

I’ve uploaded to the YouTube playlist for the Podcasts. Here:

https://www.youtube.com/embed/xrgj-v8_nUo?feature=oembed&wmode=opaque&list=PLgnk6EqIP-gNe--GHjMTVdjd168FPr5wD&start=0

I can’t remember how we downloaded the initial transcript info. @Someone used a script to download to the ‘raw’ directory in our git repo, and then you used one of the raw files as a basis for your transcription work, correct?

@Someone, can you share the youtube-dl command-line you used to extract the captions files? I can do it from the youtube GUI, but a) I don’t get the .txt version option, and b) I’d like to have the filenames match up to the others we have. Or if you can help by downloading, I don’t know if you are sharing the bitbucket hosted git repo with @Sushi and I (or want to), or if you sent them to @Sushi a different way in the past.

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**Author:** ![milanfahrnholz](https://avatars.discourse-cdn.com/v4/letter/m/cab0a1/32.png) [@milanfahrnholz](https://forums.thimbleweedpark.com/u/milanfahrnholz)\
**Post date:** [April 7, 2018, 9:05pm UTC](https://forums.thimbleweedpark.com/t/the-almost-real-transcript-podcast-68-off-topic-again/2533/50 "2018-04-07T21:05:43Z")

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Thanks! How far got the visualisation project in the end? That was great!

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**Author:** ![Sushi](https://yyz2.discourse-cdn.com/flex030/user_avatar/forums.thimbleweedpark.com/sushi/32/163_2.png) [@Sushi](https://forums.thimbleweedpark.com/u/Sushi)\
**Post date:** [April 7, 2018, 9:26pm UTC](https://forums.thimbleweedpark.com/t/the-almost-real-transcript-podcast-68-off-topic-again/2533/51 "2018-04-07T21:26:13Z")

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Yeah, @someone shared the raw files via PM. Then I put them in git.

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**Author:** ![besmaller](https://yyz2.discourse-cdn.com/flex030/user_avatar/forums.thimbleweedpark.com/besmaller/32/40_2.png) [@besmaller](https://forums.thimbleweedpark.com/u/besmaller)\
**Post date:** [April 7, 2018, 9:31pm UTC](https://forums.thimbleweedpark.com/t/the-almost-real-transcript-podcast-68-off-topic-again/2533/52 "2018-04-07T21:31:16Z")

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> [@milanfahrnholz](#):
>
> Thanks! How far got the visualisation project in the end? That was great!

Yeah, I’m a bit disappointed that I’ve been unable to make progress with the podcast animation work since January. Work and challenges associated with my older kids transitioning to college have taken all of my free time in the first part of the year. But things are settling down somewhat, so I’m actually just starting to get back into it.

I was thinking of initially getting a new animation demo out using this new Podcast #68, probably with no new features yet, and then shortly after making another demo with a guest speaker (which will be the first podcast where Mark joined in). Adding support for a guest speaker has required a lot of work in the script. I need a fourth set of sprites for the guest speaker, for which I am using Chet’s character (Pizza guy) from the game, for humor value, and because Ron provided his spritesheet as the “extra” I could try using. Chet’s spritesheet is weirder because he walks sideways (hilariously), always facing forward, and his head is in the middle instead of on top, so aligning the head (with different lip animations) with the body needs some new code, unfortunately.

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<div class="post-metadata">

**Author:** ![milanfahrnholz](https://avatars.discourse-cdn.com/v4/letter/m/cab0a1/32.png) [@milanfahrnholz](https://forums.thimbleweedpark.com/u/milanfahrnholz)\
**Post date:** [April 7, 2018, 9:36pm UTC](https://forums.thimbleweedpark.com/t/the-almost-real-transcript-podcast-68-off-topic-again/2533/53 "2018-04-07T21:36:09Z")

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This is the face sprite for Mark Ferrari from the team site:

![grafik](https://canada1.discourse-cdn.com/flex030/uploads/thimbleweedpark/original/2X/3/33a8d8417c6e6abe5fd251eb6ef30670fecd392e.png)

Are you using that?

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<div class="post-metadata">

**Author:** ![besmaller](https://yyz2.discourse-cdn.com/flex030/user_avatar/forums.thimbleweedpark.com/besmaller/32/40_2.png) [@besmaller](https://forums.thimbleweedpark.com/u/besmaller)\
**Post date:** [April 7, 2018, 9:41pm UTC](https://forums.thimbleweedpark.com/t/the-almost-real-transcript-podcast-68-off-topic-again/2533/54 "2018-04-07T21:41:07Z")

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If I wanted to take that route, I’d need to clean that image up and get the pixel size right, and then make 6 versions of his face with the different lip positions. (these were already available in game data for other characters I’m using), and then I’d still be without body sprites (including walking animations) to go with it. So for now, I opted to use a character from the game, and act like Mark is sort of “ingognito”. We’ll see how it looks, I think it may work very well.

If we have any pixel artists on the forum who want to take on the task of creating a spritesheet for Mark, I’d be happy to support it! 🙂

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<div class="post-metadata">

**Author:** ![Someone](https://avatars.discourse-cdn.com/v4/letter/s/b77776/32.png) [@Someone](https://forums.thimbleweedpark.com/u/Someone)\
**Post date:** [April 7, 2018, 9:56pm UTC](https://forums.thimbleweedpark.com/t/the-almost-real-transcript-podcast-68-off-topic-again/2533/55 "2018-04-07T21:56:08Z")

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> [@besmaller](#):
>
> @Someone, can you share the youtube-dl command-line you used to extract the captions files?

Uhm, I didn’t remember that. 🙂 Beside youtube-dl you need another converter to extract the pure text. Give me some minutes to recall that procedure. 🙂

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<div class="post-metadata">

**Author:** ![Someone](https://avatars.discourse-cdn.com/v4/letter/s/b77776/32.png) [@Someone](https://forums.thimbleweedpark.com/u/Someone)\
**Post date:** [April 7, 2018, 10:35pm UTC](https://forums.thimbleweedpark.com/t/the-almost-real-transcript-podcast-68-off-topic-again/2533/56 "2018-04-07T22:35:16Z")

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@Sushi, @besmaller: We have a small problem here. This time _Google_ has produced a lot of unnecessary lines. The result is looking like this:

> **Example**
>
> [Music]  
> [Music]  
> [Music]  
> hi I’m Ron Gilbert now welcome to the  
> hi I’m Ron Gilbert now welcome to the  
> hi I’m Ron Gilbert now welcome to the  
> thimble week park stand-up meeting  
> thimble week park stand-up meeting  
> thimble week park stand-up meeting  
> podcast this is a very special podcast  
> podcast this is a very special podcast  
> podcast this is a very special podcast  
> …

I’ve deleted the doubled lines with the tool “awk” but I’m not sure if the whole text is there. Anyway: The pure text counts 45896 characters. Unfortunately Discourse doesn’t allow so many characters in one post. So I have to split up the text in two posts. Here is the first part:

> **Part 1**
>
> [Music]  
> [Music]  
> hi I’m Ron Gilbert now welcome to the  
> thimble week park stand-up meeting  
> podcast this is a very special podcast  
> because we released almost a year ago  
> today I think the last podcast we did  
> was right after maybe right before the  
> game ship so it has been quite a while  
> and as always I am joined by David Fox  
> either and Gary Winnick hello everyone  
> so it’s been a year it just seems like  
> 25 years ago well we’ll do we’ll do our  
> next adventure game together in 25 years  
> it’s like every 25 years the three of us  
> will get together and we’ll make an  
> adventure game yeah and then then like  
> our heads are in glass higher so into  
> type up I have arthritis by then now  
> your mustache nanotechnology and your  
> mustache before then will allow it to  
> move this really smart fly off your body  
> and attack people and so the latest  
> adventure game for Ron Gilbert Gary  
> Winnick and David’s mustache yes I’m  
> planning to have it frozen in ice it’s  
> your tombstone just gonna have a big  
> mustache modified the game in a dress  
> there should be a checkbox for mustaches  
> or no mustaches than all the characters  
> with either have mustaches or not maybe  
> for next time so this is our one year  
> anniversary podcast and I’m not sure  
> what to talk about since we don’t  
> actually have a game that we’re working  
> on and we’re talking about what we’re  
> doing on the game so I’m not really sure  
> what the topic of our one-year  
> anniversary podcast should well it’s  
> it’s an anniversary since we launched  
> right it’s not really a year since we  
> stopped working on it  
> no that’s I think that’s the downside to  
> modern game development is I have been I  
> think I I actually stopped working on  
> the game when we shipped the Ransom DLC  
> it’s like when we ship that I’ve  
> actually been able to relax and work on  
> some private projects and stuff I keep  
> saying why does Ron keep building  
> that you know breaks and stuff  
> like that you know so he so you’ll have  
> a job I guess  
> job security well that was just ship  
> what a month ago yeah okay so you’ve  
> been on it for up until over the last  
> almost yeah it wasn’t it wasn’t  
> full-time and I was I was probably on it  
> pretty much full-time until we shipped I  
> guess the switch version was the last  
> version we released so I was pretty much  
> full-time until the switch came out and  
> then and then I was I you know took a  
> little bit of time off and did some  
> stuff and then started into the Ransom  
> stuff I mean the Ransom DLC should have  
> been done a lot earlier it just it just  
> turned into a really much more  
> complicated job than I anticipated it  
> being mostly just because edge cases you  
> know thoughts uh you know lots of weird  
> places that it was just kind of breaking  
> so I spent a lot more time working on  
> the Ransom flash I mean you didn’t just  
> throw all that old files in and just  
> push me one push button and you’re being  
> mean it’s just another problem with  
> Ron’s you know engine that he couldn’t  
> just push a button to do that yeah yeah  
> we pretty much had to charge a dollar 99  
> for it because of my sheer incompetence  
> well yeah and I I was helping  
> for that T I think it they spent like a  
> week reviewing all the files and making  
> sure we had them all and then there your  
> issues like where we used the same  
> recording in a couple places but didn’t  
> have copies of it so there were there  
> are bugs where he would start beeping  
> instead of swearing in a few places and  
> right we spent a lot of time testing  
> that to go solo the Katrina robber or  
> pounding on that for quite a while  
> because it were just lots of issues so  
> yeah it’s I mean doing that DLC was not  
> just a matter of copying some files over  
> so Ron I have a question for you which  
> you can or you may or may not answer and  
> any case regarding the limited run games  
> a deal is that’s something where they  
> approached us or what I mean how did  
> that come about  
> yeah they they approached us they came  
> to us I wanted to know whether we wanted  
> to do I do the limited rent stuff with  
> them and I think you know the they’ve  
> never done switched before so thimble  
> we’d park will be the very first game  
> that they’ve ever done on switch so that  
> means they’ll never do another one right  
> or or if they if if people who have  
> switches out there want them to do more  
> than they better bite the movie park to  
> prove how important it is  
> yeah bye bye bye 12 copies at least that  
> they can pre-order them there’s not a  
> there’s not a quantity limit on on that  
> right yeah there wasn’t I’m not exactly  
> sure how it work cuz Jen set everything  
> up mostly so she’s the one that did most  
> of that work and but I think there were  
> an unlimited number of switch pre-orders  
> but then once that’s done and there’s  
> kind of a limited number of things after  
> that I don’t know I don’t quite know how  
> the whole thing works with limited run I  
> think it’s just great that we’re on it  
> around physical media and then in terms  
> of the PC and big box you can still get  
> that from fangamer they sort of yeah you  
> know do that to as many orders as they  
> get I guess yeah well there’s I mean  
> there’s two there’s two big boxers yes  
> there’s the there’s the switch and the  
> PlayStation you know big box collector’s  
> editions those are limited but the  
> normal PC version a tumbleweed Park  
> through fangamer isn’t I mean they’ll  
> probably you know if if the demands  
> there they’ll probably keep making those  
> those boxes so are we going to you it  
> like a iOS hard copy like shipping  
> iPhone with the ability yes  
> it’s a thousand dollar copy you get it  
> you get an iPhone 10 pre-installed with  
> them Bowie Park yeah burnt into ROM you  
> can’t even do it it’s it’s kind of like  
> their calculator you just you can’t  
> delete the movie parts on the phone you  
> know have the launch screen you need you  
> know the can we park line screens on it  
> and  
> screams oh you mean it has like a  
> thimble we’d park Otterbox case that has  
> a light printed on there yeah it’s it’s  
> thimble phone for you add a bunch of  
> like you know ransom sound effects for  
> like you know John’s feet so the  
> ringtones are all ransom swearing yes  
> you know it’s the only ringtone pick up  
> the goddamn phone you know there’s  
> probably a market out there for like  
> four of those at least wrong well you  
> know Ray has that big chunky 1980 sale  
> your phone we should we should make  
> another we park one of those well how  
> about how about a house just an iPhone  
> case in the shape of one of those old  
> phones now that’s that we could follow  
> be a big case yeah and people wonder why  
> you’re not like out designing product do  
> we want to talk about what we’re working  
> on now yeah we could we could talk about  
> that or what we’re not working on as  
> assuming we’re actually doing something  
> else besides of this yeah so what are  
> you working on David well see I feel  
> like I kind of went into hibernation  
> mode afterwards so just you know  
> relaxing and sleeping more watching more  
> catching up on all the TV shows I missed  
> over over period and also they were  
> there because of apples or iOS they made  
> that change where you had to ship 64-bit  
> Apple so I had to go back to off-road Oh  
> AB said I had shipped and redo those a  
> 64-bit and and that broke something out  
> the Rube Goldberg won and had to find  
> workarounds and so I was kind of in a  
> production many hell for a few months  
> trying to get it out before Apple  
> listened remove them from the store and  
> so all that so it’s old stuff really I’m  
> had been doing editing podcasts for  
> Annie for my wife and I think the last  
> one I had done was back in July before  
> we were in crunch mode so I went back to  
> things she recorded like a year ago  
> and I’ll cut up on all those and so it’s  
> really just a catch-up mode um I’m I’m  
> still interested dude do your laundry  
> stuff like that um stuff you didn’t and  
> didn’t do for the fight I’m really good  
> at laundry like I do that  
> I’m the laundry guy in the house and you  
> know the dog poop in the backyard I let  
> the rain deal with unfortunately we were  
> downhill the the slope is uphill so  
> we’re just rain down into our into our  
> front porch if we did that so that  
> wouldn’t be too cool and oh yeah you  
> know and I’ve always been interested in  
> virtual reality and all that so I’ve  
> been going to more meetups and not  
> purchase equipment yet but yeah I’ve  
> been researching a lot there went to  
> Universal Studios in Florida again to  
> check out the Harry Potter things second  
> time together you and you and Harry  
> Potter yeah I still like it and that was  
> really fun you’re one of the six people  
> who still like yeah yeah and there’s  
> also this place called the void which is  
> a virtual reality location-based  
> entertainment center we actually go and  
> they and you they have a physical space  
> set up to match the virtual space so  
> like they have a Star Wars game and if  
> you you know you see a bench you can  
> actually walk up to the band you sit  
> down on it and if you see guns on the  
> rock there’s actually guns when Iraqi  
> can pick them up so it’s kind of a  
> melding of physical with what you see  
> virtually yeah that was pretty cool um I  
> really enjoyed it the first time the  
> second time I did it right afterwards it  
> wasn’t as fun because it didn’t it  
> wasn’t deep um it’s pretty much they did  
> it for a wench and went off and if you  
> went through faster just ended faster  
> I think I like kind of like an adventure  
> game yeah so Roy you’re still gonna  
> consider doing that oculus rift version  
> of well I think that would be fun to do  
> but I just I don’t know that I’m gonna  
> get around to it I certainly don’t have  
> the experience to go do that but yeah  
> but I did the the screens for the  
> viewmaster version what we called that  
> the thimble what we call that the view  
> drop you tried yeah and all these things  
> were that I didn’t think it before were  
> issues um  
> you basically have to make sure that  
> their feet are always hidden if you by  
> the foreground stuff right otherwise  
> they’d be floating so you had to go back  
> and I’d you know happen in the  
> foreground so you never see their feet  
> on the ground since it wouldn’t be it  
> wouldn’t look like it was perfect I  
> think it’s harder than then we thought  
> it would be to do you know there could  
> be yeah it was fun though so that’s  
> pretty much what I’ve been doing no no  
> new projects I’m working on yet you know  
> full-time just kind of catching up on  
> old stuff  
> but what about you Gary okay so so I’ve  
> been messing around with comic book  
> stuff actually it’s interesting when  
> David said you know he’s looking at  
> stuff that he hadn’t touched for a long  
> time I actually had this comic book idea  
> when I worked at Lucasfilm for this  
> comic book that looked like a comic from  
> the 1960s it’s called the variants and I  
> actually worked on it with my friend  
> brain Anderson who’s a fairly well known  
> comic book guy you know that Lucas who  
> owns that and that is now Disney owns  
> that idea yeah yeah sure you’re gonna  
> get a cease and desist letter that you  
> can no longer work on this book well  
> it’s too late because I finished it but  
> in any case it’s something that’s that’s  
> I think Jen might post a picture of it  
> on one of our updates coming up because  
> I gave her one and it’s a weird thing  
> because what I decided to do was print  
> this comic book and have it looked like  
> an old comic book from the 1960s and  
> sell it for a quarter this is my great  
> business sense at work so I went out and  
> printed this thing and it cost me three  
> dollars a piece to print these and  
> you’re gonna sell them for a quarter  
> yeah so I have them actually in two  
> comic book stores because I can’t even  
> get into the regular distribution  
> channels with this because I’m Diamond I  
> think wants to take like you know some  
> percentage and they don’t want to take  
> some percentage of something that’s  
> selling for a quarter if you know what I  
> mean because everybody’s losing money  
> and they don’t want to lose money along  
> with me so I put it into comic book  
> stores my friend Joe Ferrara who’s  
> Atlantis and Santa Cruz and my another  
> friend Alan who has heroes in Campbell  
> California there’s the only two places  
> you can get it it’s called the variance  
> it’s a quarter and it looks like a  
> quarter annual comic book that came out  
> in 1960 I’ve also almost sold any uh  
> yeah actually so you’re just you’re  
> rolling in the quarters yeah well  
> actually I’m letting those guys keep the  
> quarters in order to like have them  
> compensate them for even bothering to  
> put it on their show Wow so your  
> business sense really is right not only  
> are you charging a quarter for a three  
> dollar comic you’re letting them keep  
> all the money that’s right because  
> support your local comic because I don’t  
> know  
> about what to do about it but like I  
> said it’s in those two places I’m gonna  
> do some sort of a posting about it  
> eventually we might even if if you guys  
> think it makes sense I’ll do a posting  
> on it on our blog at some point well you  
> should just put the put the PDF online  
> and then let people buy it directly to  
> you for a quarter I’m putting out  
> themselves through calm ecology or  
> something and and in that way I think  
> I’ll make a whole like thirteen cents of  
> a download or something so you know  
> there’s big money in those downloads Ron  
> I’ve heard that yeah so that’s what I’ve  
> been doing  
> oh that and and you know we got a new  
> new puppy  
> and unlike Ron we do have to clean up  
> the poop because it’s all over our house  
> well yeah a puppy yeah when pet when a  
> pop was a puppy we were definitely  
> cleaning up poop around the house but so  
> other than that things are going erased  
> all right yeah so let’s see what what  
> have I been doing I’ve been working on a  
> little kind of top-down view RPG game  
> that’s kind of been most most of my time  
> I kind of had a weird little story in  
> mind in it it’s kind of story that  
> doesn’t really work as an adventure game  
> it works much better as a as a little  
> you know RPG type thing so I just I’ve  
> been screwing around with that but  
> mostly I just been having fun you know  
> programming up the stuff I just really  
> enjoy programming so I don’t know that  
> the game will ever amount to anything  
> but I’ll probably spend another month or  
> so working on it still I mean a little  
> bit of thimble weed stuff you know  
> mostly just around you know getting  
> sales and promotions and and then stuff  
> like that figure it out but that’s  
> that’s pretty much are you still  
> planning to do any shows or anything  
> we’re on and go to any now I think we’re  
> I think we’re done I’m going I’m going  
> to some conference in May that’s in  
> Norway I am going to that but that’s the  
> only thing I have planned but we’re not  
> we’re not gonna be doing anything for  
> that we’d Park like we won’t be a PAX  
> this year or you know any stuff like  
> that so I mean those those packed shows  
> are a lot of work oh yeah  
> I mean most of that work Jen did she’s  
> really really good at that kind of stuff  
> but it’s just it’s a lot of work to go  
> to a show like that and you know III  
> don’t know that it would be hugely  
> beneficial to us to you know to do shows  
> with employed Park at this point yeah I  
> mean that kind of reminds me I’d like to  
> give kind of a shout out to Jen and  
> everybody you know Robert mm-hmm you  
> know everybody on our team who’s  
> continuing to just do great stuff for us  
> yeah everyone’s been great you mean  
> especially Robin good  
> yeah wonderful because you know stuff  
> will come up with you know product  
> support you know someone will try to run  
> the game on some strange Linux flavor or  
> whatever and I mean they both kind of  
> jump on it and try to figure out what’s  
> going on and fix it so you know the team  
> is still working and I would imagine  
> that you know we will probably still be  
> working on the game for another year  
> just on this kind of low-level tech  
> supports type type stuff and promotions  
> and you know little low-level marketing  
> type things I mean I that kind of stuff  
> just never ends right you could you  
> can’t just you can’t just forget about  
> the game because then it really will  
> just you know go to Sally one or two  
> copies a day so Sauron I have a question  
> for you relative to things you’ve done  
> in the past because you know now we’re  
> we’re pretty much aside from you know a  
> few physical copies that are sort of  
> collectors things everything is  
> completely digital download all these  
> different platforms do you find that  
> this feels much different to you than  
> the last things you’ve done or when you  
> were doing the cave and stuff was that  
> still kind of part of the way this  
> worked or is this really like a  
> different kind of experience well  
> certainly different than the cave was  
> because you know the cave I didn’t have  
> to deal with any of the kind of  
> marketing and sales issues so you know  
> once I was done with the game I was  
> really done with the game you know where  
> this game you know I’m I’m still dealing  
> with you know a lot of the issues about  
> you know when it goes on sale when it  
> doesn’t go and sale how much does it go  
> on sale should we be a part of this  
> promotion you know Nintendo’s doing some  
> you know promotion in Spain and they  
> want to know whether we want to be  
> involved on that I mean those are those  
> are the kinds of things that you know if  
> you gen gen does a lot of dealing with  
> that stuff but I deal with that a little  
> bit as well so like I said I mean that’s  
> just just gonna keep going I mean almost  
> never ends and then in in actuality  
> people don’t necessarily realize or  
> guess you know since we’re an indie  
> publisher we actually have a real  
> company that has to like fill out real  
> paperwork and pay real tax  
> the southern crap and actually Ron has  
> handled a great deal of that stuff I  
> mean you know we we do have accountants  
> and lawyers and crap like that but  
> there’s just a ton of other stuff  
> associated with that that a human being  
> who’s responsible as I’m going to put in  
> quotations the president of the company  
> or the chairman of the board has to deal  
> with all this stuff  
> well I’ve engineered everything with  
> taxes so so you’re the one that’s gonna  
> go to prison like I said I’m just gonna  
> go ahead look that I paid three dollars  
> for this comic book and I sold it I sold  
> it for a quarter and I let the guys who  
> sell sold keep the quarter so do the  
> math IRS yeah I’m sure you violated some  
> time you’re not allowed to not make  
> money on stuff ordinance that the  
> government yeah the new government  
> ordinance that came into effect recently  
> because of but I think that is I mean it  
> isn’t interesting you know point that  
> Gary brings up is you know when you’re  
> when you’re doing stuff like this you  
> know for any indie developer right it’s  
> not it’s not about just making a game  
> right because you probably have a little  
> you know company it might be an LLC or  
> something that you’ve got and there’s  
> just a lot of work that goes into that  
> you mean there’s a lot of bookkeeping  
> and there’s a lot of taxes and there’s a  
> lot of you know all this kind of stuff  
> that you know that we have to deal with  
> it’s like we have a bookkeeper you know  
> we we pay a bookkeeper just because I  
> don’t know anything about that kind of  
> stuff and you know we pay a tax  
> accountant and you know we pay lawyers  
> and all of these types of things you  
> have to do that that go along with  
> actually making a game I think I would  
> you know I’d be I would be much happier  
> of all I did was just make a game but  
> there’s all these other things that kind  
> of go along with it and I think that’s  
> where indie developers you know they’re  
> kind of wearing so many hats you know  
> they’re business people and they’re  
> marketing people and their sales people  
> and their programmers or their artists  
> and they’re just there all of these  
> things at once well you have that  
> experience with humongous too didn’t you  
> well I mean you in the early days you  
> know humongous grew fairly quickly to  
> the point that you know we hired you  
> know we hired an in-house accountant and  
> we you know hi  
> salespeople and hired marketing people  
> and so you’re I was kind of involved in  
> that stuff and very aware of that stuff  
> but I didn’t actually have to do that  
> stuff myself where with you know with  
> terrible toy box you know a lot of that  
> stuff is just is falling on this very  
> small team of people to do and and you  
> know in a lot of respects we’re learning  
> this stuff for the first time I mean  
> I’ve never dealt with steam and sales  
> and promotions and I’m just kind of  
> floundering around all that with  
> everyone else I am going to say I’ll say  
> out loud Ron I am impressed with the job  
> that you’ve done with all this stuff  
> having seen it a lot more than you know  
> people who you know are not actually  
> intimately involved in the day-to-day  
> operations of this company I’m pretty  
> impressed but I know that one day you  
> just want to have a company that’s  
> nothing but accountants and overhead  
> yeah that’s my dream yeah and I think  
> that you’ve done a great job of keeping  
> it in the forefront you know between you  
> know the sales and the special release  
> is the physical versions of it all of  
> the all the goodies people can buy  
> symbol the Tron stuff or quit of her the  
> record a lot of which you know I didn’t  
> I had no idea you were do working on I  
> didn’t realize until it was and now it’s  
> this Oh NOP well that’s cool yeah yeah  
> Ron are we gonna get all this crap or  
> what yeah we should  
> you mean you should definitely talk to  
> Jen if you haven’t but I know that she’s  
> some of that stuff well she’ll listen to  
> this and go oh it’s very efficient you  
> know I still haven’t opened my my box  
> oh I haven’t opened mine I’m not gonna  
> the PC box yeah I have it next to my  
> sealed monkey island-- and sealed maniac  
> mansion just next to his sealed Zack  
> McCracken uh-huh yeah yeah I should have  
> bought a box of these I wish I had done  
> that back when the our old games came  
> out i don’t i don’t think i have a Zack  
> I’m just kind of looking at my  
> oh no I don’t I don’t have a Zack yeah I  
> know I I don’t even know if I have  
> sealed copy suppose to those I have a  
> few of each game that we worked on it’s  
> like I have a seal bloom and I have a  
> sealed original monkey island-- like  
> this is like the 16 color monkey  
> island-- okay I have a sealed rescue on  
> fractal as’ and a sealed coronis rift  
> here and a single ball blazer you know I  
> don’t have I don’t have any Coronis  
> rifts I don’t have anything like that  
> I’m really the opposite of a pack rat I  
> just have so I really kind of hoarded a  
> lot of them but we’d park stuff because  
> I realized that I just don’t have any of  
> that stuff like I don’t own a single  
> humongous entertainment game huh of all  
> of those games we made and all those  
> timber boxes I don’t know in a single  
> one of those so I kind of hoarded a lot  
> of the movie park stuff yeah so so so  
> after you’re dead and mummified people  
> be going through the storage locker and  
> go look there’s a big box of what the  
> hell is this you know I’m gonna be  
> buried with it all take it take it into  
> the afterlife so I just talked about um  
> one of the biggest differences for me on  
> this game and any game I worked on is  
> especially the games back in the old  
> days and I mentioned this before was the  
> immediate feedback we get and often be  
> pretty good and bad good and bad I’d say  
> more good I mean the bad the bad um I  
> tend to ignore it but I I like I spend  
> maybe I know half an hour on Twitter  
> every day still between the movie part  
> stuff and looking at group works and and  
> just to see what people are saying and  
> and sometimes interact with them and  
> that’s really cool I made it and its  
> really cook acai I also get feedback  
> from people who played our games some  
> way back and people are still were  
> affected by those  
> and how many people ended up in the game  
> industry because they were inspired by  
> the Kings we used to do which is mostly  
> good I think I think they’re happy about  
> that but that’s kind of cool I mean with  
> snap we never got that kind of feedback  
> before there was very little direct  
> number we get sometimes we get sales  
> numbers but that was so divorced from  
> reality of actually imagining that many  
> people were sitting and playing the game  
> so I like that that’s one part that I’ll  
> probably continue doing for as long as  
> there’s there’s people are talking about  
> it just you know interact with people on  
> Twitter so thank you all yeah certainly  
> I will I will second that and saying  
> that it’s really nice to be able to get  
> kind of this immediate reaction which  
> has been for the most part positive and  
> it’s nice to be able to like see stuff I  
> look every day you know I never spent  
> this much time looking at something  
> every day because I never had anything  
> come out in this sort of you know now  
> the way the world is and we’re you know  
> something comes out and for a year every  
> single day there’s new stuff about it on  
> the internet which as I said has been  
> generally positive mostly yeah I mean I  
> think I think I think it’s I mean I  
> think it’s been overwhelmingly positive  
> right I don’t think it’s kind of like  
> you know 51% of the people of the game  
> and only 49% of the people hate and  
> despise it I think I think it’s  
> overwhelmingly been positive I think  
> that I think the negative stuff for me  
> you know and I don’t I don’t tend to go  
> you know trolling forums and stuff but I  
> think the negative stuff to me kind of  
> it stings sometimes when when people are  
> being negative about things that they  
> either are misunderstanding or things  
> that are just kind of I don’t know I  
> don’t know what the word is like like  
> you know the Ransom DLC stuff right I  
> mean we got a lot of negative for  
> the Ransom DLC stuff and it’s just you  
> know it’s like everybody worked very  
> hard to do that DLC it was not a matter

---

<div class="post-metadata">

**Author:** ![Someone](https://avatars.discourse-cdn.com/v4/letter/s/b77776/32.png) [@Someone](https://forums.thimbleweedpark.com/u/Someone)\
**Post date:** [April 7, 2018, 10:35pm UTC](https://forums.thimbleweedpark.com/t/the-almost-real-transcript-podcast-68-off-topic-again/2533/57 "2018-04-07T22:35:55Z")

</div>

And here is the second part:

> **Part 2**
>
> of copying  
> files over right and and to have people  
> just you know accuse us of you know  
> trying to screw them out of money or  
> trying to do this or you know doing  
> something that should have shipped with  
> the original game and just all that  
> stuff like that kind of stings because  
> it’s like well you know we actually  
> spent a lot of time on this stuff and we  
> didn’t ship an incomplete game and now  
> we’re trying to do DLC and you know the  
> fact is if if you don’t want to hear if  
> you don’t want to spend a dollar ninety  
> nine you’re a clown sweared  
> don’t then the money right it’s like we  
> weren’t trying to screw anyone over with  
> this stuff and you know I think we have  
> bent over backwards with people to you  
> know to help out and to be open and to  
> be honest with this game and and so  
> that’s that stuff stings and I realize  
> it’s a very very small number of people  
> right it’s not like there’s this huge  
> number of people but you know when  
> someone posts some big you know ranting  
> thing on Steam about how we’re trying to  
> screw everybody over with it or DLC the  
> stuff sticks right it sticks on the main  
> page of steam and it’s like you’re just  
> like oh why is why is why is that up  
> there I mean people don’t take into  
> account you know we did major upgrades  
> you know like the arcade and other stuff  
> like that that we just put you know when  
> we yeah and that’s our position system  
> all of that stuff you know which is what  
> which was a ton of work yeah yes I guess  
> they just mostly let that stuff brush  
> off me I mean it irritates me for a  
> second and then I’d just have to think  
> okay this person I mean whenever I’ve  
> interacted with someone who’s said that  
> stuff they they’re like amazed that they  
> were actually heard and they get really  
> really humble and and a little maybe a  
> little embarrassed for having sped it  
> off and and I think it’s that’s the  
> downside for social media is that you  
> can you can taste  
> whatever comes into your head before you  
> really have a chance to think whether  
> you should say that and what the  
> ramifications are actually would you say  
> that you know what they walk up to you  
> on the street and say about it it’s  
> probably none and I think that’s a  
> really interesting point because you  
> know I there there have been people who  
> have just just attacked me like you know  
> on Twitter or you know other places  
> where if I was sitting that person face  
> to face they would not be that way but  
> there there’s this weird kind of  
> separate anonymity or remove Minh tit  
> happens that you’re just you just you  
> just lash out at people with stuff  
> rather than you know treating people a  
> little more respectfully and and and  
> again I mean I want to reiterate it I  
> think the vast majority of people are  
> incredibly respectful you know we get we  
> get a lot of tech support emails from  
> people and most of them people are very  
> polite you know they’re very polite in  
> their asking questions and we help them  
> out and the number of people that you  
> know rant at us on that stuff is is  
> really small I think it just it just it  
> just kind of stings sometimes you know  
> when when I feel like I mean there have  
> been people have ranted about stuff that  
> that you know I kind of agree with like  
> you know people were kind of upset when  
> the game first came out that the  
> characters couldn’t talk to each other  
> right and I was like that was very valid  
> right that was one of those things that  
> we kind of discussed a lot and  
> ultimately didn’t do and that was my  
> call to not do and that kind of stung  
> because it’s like yeah you’re right  
> you know that that was and you know we  
> kind of did a you know an update for  
> that stuff but the stuff that is that  
> that I just kind of don’t agree with and  
> just kind of seems very kind of kind of  
> vicious as is the stuff that stings a  
> little bit for me well often you see  
> like a conversation between two or three  
> people on Twitter and where they’re  
> complaining about something and you know  
> one or two things could happen you I  
> mean if if I pop in the conversation  
> since I mean this is an opal Channel do  
> people to forget that it’s not that  
> anyone can see what they’re saying  
> and it it transforms it immediately  
> usually into into a discussion where we  
> actually talk about what worked what  
> didn’t work or often I’ll see someone  
> else who’s a fan of the game jump in  
> into the conversation and defender or  
> maybe quote something that was said on  
> the blog from one of our blogs or  
> whatever certainly you know we support  
> everybody having their own opinions and  
> everything else and and by the same  
> token you’re never gonna make everybody  
> happy and we just do the best we can you  
> know we have to make ourselves happy  
> first I think that’s always part of good  
> I’m gonna say creative development is  
> make yourself happy and hopefully other  
> people will like it but you know you  
> have to be your own best critic yeah so  
> so we’re looking back you know Ron Gary  
> you know to pre Kickstarter you know  
> days and in seeing what it took to do it  
> and the whole thing on me are you would  
> you do it again are you if you feel like  
> it was a good choice to go ahead and  
> push that button to turn on the  
> Kickstarter or would you have second  
> thoughts and say nope  
> I don’t have any second thoughts I think  
> if I you know can magically do it all  
> again I think there’s no doubt that I  
> would do this again and get spin up I  
> think it’s been a wonderful experience  
> oh my that stuff there’s certainly  
> things that I would do differently you  
> know kind of 20/20 hindsight things that  
> you know I probably didn’t you don’t  
> understand some stuff initially and kind  
> of understand it a little bit more but  
> but then there’s other things that I  
> wouldn’t do differently you know there  
> are things that you know people have  
> been a little bit critical and things  
> that I think you know may have hurt the  
> sails of the game  
> like having those verbs down down there  
> on the screen I mean some people have  
> said oh you would have sold twice as  
> many copies that you gotten rid of those  
> verbs you know and you know maybe maybe  
> not I don’t know whether that’s true but  
> I that’s a decision that you know we  
> made and I’m happy with that decision  
> because I think having those verbs on  
> the screen was really it was really kind  
> of a part of what we were trying to do  
> which was to recreate the charm of those  
> games and I think those verbs were a  
> part of that charm and I think it was a  
> part of in some ways of what we were  
> experimenting with you know or that the  
> kind of big bobble-headed maniac mansion  
> character so I wouldn’t change that  
> right some people have been critical  
> about those those characters but I don’t  
> think I don’t think you want to change  
> that stuff so there’s a bunch of stuff  
> that I just wouldn’t change even though  
> people were were kind of critical over  
> it but I know I mean it’s an interesting  
> question I mean let me ask that question  
> of each of you it’s like oh I mean what  
> do you think what’s the one big thing  
> that you would change about the game  
> looking back when year later mmm I mean  
> I’m gonna say I certainly agree with Ron  
> about the initial question which was  
> yeah III don’t think I would have done I  
> would have pushed that button and there  
> are things you learned along the way and  
> you know I don’t know if I would have  
> changed any of those things in in  
> hindsight I could change them but at the  
> time I wouldn’t have changed them  
> because we made decisions that we were  
> based on kind of our feelings and guts  
> so  
> I think that we kind of retreated that  
> and we did kind of accomplish what we  
> set out to accomplish was to see whether  
> or not we could recreate this feeling  
> certainly for me working with the to you  
> guys and Mark and everybody else on the  
> team was a very cathartic and kind of  
> nostalgic process it because that really  
> brought home to me what it was like to  
> make these things before so I really  
> enjoyed not only the project but  
> certainly the people I work with as far  
> as what I would change in the game you  
> know I don’t you know Ron brings up the  
> verbs and I think maybe that’s something  
> I might have looked at more deeply but  
> we were trying to recreate that  
> experience so that’s why we did the  
> verbs but that might have been  
> interesting to to maybe even try  
> something different than what we’ve seen  
> out there with more minimal interfaces  
> something in between I don’t know what  
> that is right now but I might have sort  
> of wanted to explore that a little bit  
> more that’s about it yeah and for me  
> though the whole experience was super  
> positive you know there are a couple of  
> times when I was feeling some  
> frustration but that was mostly you know  
> with a bug that I couldn’t figure out or  
> like she kept on coming back to bite us  
> got happy tools yeah Ron I need some  
> where this features and you know having  
> a better having a tools person on on the  
> on the team to actually polish some of  
> the tools would have been nice but you  
> know we could work around pretty much  
> all the issues so it wasn’t critical the  
> the one thing would have been nice if we  
> had either more time and or our budget  
> safer voice would have been to have gone  
> through and maybe added more  
> interactions to that really non game  
> related for inspecting objects and you  
> know I think there was a point where we  
> were trying we realized how many lines  
> of dialogue we had and we were trying to  
> cut down the number of recorded lines  
> that the actor is going to have to say  
> and so we started coming up with macros  
> that would read you know  
> we’re close enough we would just use the  
> macro to say certain line instead of  
> actually coming up with a bunch of more  
> options so maybe having more options for  
> some of those and I know for me when I  
> was wiring up a lot of the rooms I want  
> to get them working enough so you could  
> play the game but got tired of adding  
> clever comments for every object in the  
> screen and you know more of those might  
> have made it a little bit richer and  
> without getting burned out by doing all  
> that but that’s I think comparatively  
> minor I know you’ve Ron you talked about  
> maybe would have been great to have more  
> stuff early on in the game people were  
> still exploring the DUI more more  
> interaction so more screens things to  
> touch or or different responses free  
> different things I think I think on that  
> especially that bridge scene you know  
> when you when you first get control of  
> the you know the two agents are Boris at  
> the very beginning almost almost good  
> having gone overboard with that screen  
> just in the amount of variety and the  
> amount of different responses for stuff  
> and and dealing you know with negative  
> responses a little better because people  
> were just kind of getting used to it I  
> think that I think that would have been  
> I think that would have been a good  
> thing to have done but other than that I  
> you know I just don’t know right because  
> you know we kind of set out to  
> accomplish a goal and that goal was to  
> recapture the charm of those old you  
> know Lucasfilm games and we I think we  
> had to operate under certain you know  
> certain set of constraints to be able to  
> accurately do that and and I think we  
> did that and I think I’m you know I’m  
> kind of pleased with that now if I was  
> to do another point and click adventure  
> game you know what I have verbs probably  
> not right I think that’s the point where  
> you know if it’s a brand new game and  
> we’re not we’re not involved in this  
> kind of experiment that we were that’s  
> when I kind of go through a nice dirty I  
> start to want to innovate you know on  
> all these things like the UI and  
> how characters interact and how puzzles  
> are constructive because I think if we  
> had done all of that stuff on this game  
> I don’t think people would have kind of  
> seen it as as what the game was really  
> meant to be it would just be oh this is  
> just another kind of pointing clique-ish  
> type adventure game out there and really  
> wouldn’t have accomplished what we set  
> out to do yeah you know I think that we  
> did exactly what we wanted to we I think  
> we wanted to capture like he said  
> capture the kind of games we did back  
> ever 25 years ago but with today’s  
> aesthetics in today’s sensibilities in  
> terms of game design and combine the two  
> and and I agree if we were to do another  
> one I don’t think I’d want to be  
> constrained in this in the same way that  
> we were yeah they were fun constraints  
> to work under but I don’t know that I  
> want to work under them again I think of  
> that that black and white movie you know  
> the movie that came out of silent movie  
> which was kind of a the artist yeah the  
> artist right there’s a knowledge to the  
> old silent films and I would guess that  
> that filmmaker would never do him like  
> that again because he just he did it and  
> he wanted to get it over system and he  
> like had something to say artistically  
> it wasn’t it wasn’t the rebirth of black  
> and white silent movie exactly right he  
> wanted to he wanted to do something with  
> within the constraints of that that  
> genre or that time period and get it and  
> so if I were to do you know the game  
> like like dice I would probably want to  
> do something without any constraints and  
> just come up with something that you  
> know the best in a different way you  
> know like like you said innovations and  
> changes I mean I I I someday I would  
> love to do a a VR type adventure game or  
> say an adventure game in of the are  
> expected to be our space yeah that would  
> be fun  
> VR makes me sick I couldn’t I couldn’t  
> work on the game for more than like 20  
> minutes a day I want to do VR of thimble  
> we’d park because I want to be able to  
> walk around a thing of bushes and have  
> it be like a flat piece of cardboard and  
> come around either side and it’s just  
> like this flat  
> basically you know half an inch of  
> thickness or something I mean will give  
> it a little bit of thickness I just  
> think that would be real amusing the  
> cardboard shipping containers you know  
> fragile and when you get behind the the  
> buildings then there’s just a little  
> sticks holding them up on the other side  
> you know a little broom sticks or  
> something yeah that would be fun to be  
> able to do that so yeah I I could see  
> doing something like that  
> and and this is really fun to do this  
> but um I don’t think that there’s so  
> much much I believe change I mean it  
> Brian you were you were thinking about  
> doing a talk at one point about things  
> that we’d that we messed up on yeah I  
> had I had a talk I wanted to give just  
> called there was the Boyd Park  
> everything we up and it was  
> basically just going through and just  
> talking about all of the things that we  
> screwed up on the project but I mean I  
> ultimately decided not to give it it’s  
> like I had a chance to give that talk at  
> GDC and I ultimately decided not to  
> because I’m just I’m not sure that it  
> I’m not sure that I could have pulled it  
> off the way that it needed to be pulled  
> off because I guess I was a little bit  
> worried that it would it would just be a  
> incredibly negative talk about  
> everything we screwed up and I mean we  
> are giving it or I would have been  
> giving it to a bunch of game developers  
> so I think that they kind of would have  
> understood a little bit of the context  
> of stuff that this stuff happens in  
> every project right there’s this simply  
> all the things we screwed up with them  
> from Bowie Park it’s on anomaly right  
> it’s not like we screwed up on all this  
> stuff and nobody else does right  
> everybody screws up stuff and it was  
> really just kind of talking about all  
> that stuff but yeah I kind of I can  
> alternately decided not to give it I  
> think mostly because I just I kind of  
> gotten to the point that I was just  
> coming down from the buiid Park and I  
> felt like  
> I was enjoying a little bit of of the  
> relaxedness and then jumping back into  
> having any of a talk at GTC just would  
> put me back in the the stress bucket and  
> I didn’t wanted to do that you can just  
> write one of those papers about it wrong  
> you know right up you know the kind of  
> like your rules about adventure game  
> design well we’d have I mean we do have  
> a big list  
> you know David and I brainstormed a  
> little bit on all the stuff that we  
> screwed up and I’ve got this big giant  
> document about everything we up  
> on the project but there’s just no way I  
> want to release that publicly without  
> context because releasing that publicly  
> it would just create a whole bunch of  
> people just arguing with all these  
> things or agreeing with them without the  
> context that would really be needed for  
> them people are are you with anything  
> that you post online  
> hard to believe well if you if you look  
> at this game in relation to all the  
> games that each of us have worked on me  
> in the past and if I were to rank this  
> in terms of you know total disaster or a  
> perfect it went perfectly I’d say this  
> is you know for at least or my from my  
> point of view then of course I wasn’t  
> involved in a lot of the stuff that that  
> ron was in terms of management and  
> scheduling and budgeting and all that  
> other stuff but from my point of view  
> this was towards the top of the list of  
> good things of you know games that went  
> well  
> I mean other than the fact that it took  
> longer than we had first hoped compared  
> to some of the games that were say at  
> Lucas it took we’re way over by like  
> years this I thought this was a really  
> really positive experience so it is -  
> from my point of view to say that we  
> really messed up isn’t really it’s not  
> really up as much as it’s  
> that’s the nature of beasts when you’re  
> doing development in engineering and  
> something new  
> you really can’t uncover a lot of this  
> stuff into you’re in the middle of it  
> and then you then you solve it you  
> figure it out and you fix it and I think  
> that was kind of the point of what I  
> wanted to talk about which is I think  
> externally you know people look at the  
> Boyd Park as a really successful game  
> right it it’s old you know quite well  
> for what it was and you know we were  
> very open during production and we had  
> accessible Kickstarter and I think from  
> the outside you know people look at it  
> as a very successful you know a  
> successful game and I think what I  
> wanted to do with the talk was go OK you  
> know it was a very successful game you  
> know probably one of the most successful  
> games I’ve worked on but here’s all the  
> things we screwed up so you know next  
> time you’re working in a game and you’re  
> screwing everything up just kind of  
> remember that this is really normal for  
> this kind of stuff to happen I think  
> that was really the point of the talk  
> and that’s where I think kind of  
> releasing the brainstorm list of  
> everything we screwed up or even  
> releasing it you know in print form I  
> think I think you lose you lose the  
> point of of the talk and I just I just  
> didn’t feel that I really wanted to  
> spend the effort that I would have  
> needed to have gone through to put that  
> talk together yeah on top of that you  
> love standing up and talking in front of  
> people wrong oh yeah especially when I’m  
> you know just in my underwear  
> you know wait oh wait that’s them you’re  
> supposed to imagine see that’s a problem  
> when I go up in stage I don’t imagine  
> the audience in their underwear  
> I imagine me and that’s just what I  
> I imagine the audience naked actually a  
> minute I think we’re very inappropriate  
> Yeah right well it’s like 15 minutes  
> okay so I’m going to say one last thing  
> at least you know we can all way in on  
> this but you know a little bit of a sad  
> note earlier this week we lost a friend  
> of ours who worked with us at Lucasfilm  
> look  
> arts martin cameron who we you know  
> affectionately referred to as bucky he  
> was one of my art guys one of the art  
> guys he worked on Zach McCracken he  
> worked on a lot of other things and I  
> just want to sort of mention you know he  
> was a great guy a very talented guy a  
> funny guy and he will be sorely missed  
> yeah Bucky Bucky I think I think for me  
> Bucky worked on Monkey Island and he did  
> at least on a 16 color version he did a  
> lot of the close-ups  
> you know so when you cut to the  
> close-ups of the Pirates and the  
> close-ups to guy brush and all those  
> things that those are a lot of the  
> things that Bucky had worked on on that  
> game he also bought my car the very the  
> very first car that I ever owned I sold  
> it at Bucky bought it he did the on the  
> 256 color art for Zack really did he I  
> didn’t know that sounds right  
> and he’s great I I wish I could have  
> yeah I got to have coffee with him a few  
> years ago and he had a really fun  
> reunion and he was as funny as ever  
> and I talked about what he was into and  
> and I’m gonna miss him  
> well I think that’s it and and that  
> whole story that David told about the  
> donkey I’m gonna cut that I was hoping  
> you would all right maybe it won’t be  
> another year before you do another well  
> we’ll do the two year we’ll do the  
> two-year anniversary mod caste okay yeah  
> all right thanks guys bye bye okay now  
> wait for it to finish buffering  
> [Music]  
> oh it looks like for recording now  
> alright we are recording Iran remember  
> to at least push the record button this  
> time yeah alright are we ready okay  
> Nady hi and welcome to yeah I’m just  
> thinking about what I want to say okay  
> that is there our anniversary podcast  
> that’s right it’s been a year has yeah

---

<div class="post-metadata">

**Author:** ![Someone](https://avatars.discourse-cdn.com/v4/letter/s/b77776/32.png) [@Someone](https://forums.thimbleweedpark.com/u/Someone)\
**Post date:** [April 7, 2018, 10:40pm UTC](https://forums.thimbleweedpark.com/t/the-almost-real-transcript-podcast-68-off-topic-again/2533/58 "2018-04-07T22:40:45Z")

</div>

> [@Someone](#):
>
> > [@besmaller](#):
> >
> > @Someone, can you share the youtube-dl command-line you used to extract the captions files?
> 
> Uhm, I didn’t remember that. 🙂 Beside youtube-dl you need another converter to extract the pure text. Give me some minutes to recall that procedure. 🙂

btw: If the results are suitable I’ll post the commands I used. 🙂

---

<div class="post-metadata">

**Author:** ![besmaller](https://yyz2.discourse-cdn.com/flex030/user_avatar/forums.thimbleweedpark.com/besmaller/32/40_2.png) [@besmaller](https://forums.thimbleweedpark.com/u/besmaller)\
**Post date:** [April 7, 2018, 11:21pm UTC](https://forums.thimbleweedpark.com/t/the-almost-real-transcript-podcast-68-off-topic-again/2533/59 "2018-04-07T23:21:51Z")

</div>

Don’t spend much time on this. It’s pretty easy for me to just use the GUI to download the captions and do a cleanup. I was just thinking that you have a fixed recipe already, since we have in our git repo a file structure that looks like might have been created by a script.

---

<div class="post-metadata">

**Author:** ![Someone](https://avatars.discourse-cdn.com/v4/letter/s/b77776/32.png) [@Someone](https://forums.thimbleweedpark.com/u/Someone)\
**Post date:** [April 8, 2018, 12:20am UTC](https://forums.thimbleweedpark.com/t/the-almost-real-transcript-podcast-68-off-topic-again/2533/60 "2018-04-08T00:20:41Z")

</div>

Yes and no - I used three tools (in a script):  
“youtube-dl” to download the subtitles in the VTT format  
FFmpeg to convert the VTT format to the more human readable SRT format  
“sed” to clean the SRT format and to get only the text

@Sushi can use the subtitles I posted above in the “hide details” parts.

Which subtitle format(s) offers YouTube in the GUI?

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