Thimbleweed park 2 in production!

That would be great, but it sounds like enormously more work.

I’ve just found out and wow… I did not think anything TWP related would ever happen. What a treat! I’m over the moon! :rocket:

2 Likes

Also this, almost 10 years already! Where did time go?!

2 Likes

OMG it’s SO COOL to see all these familiar “faces” again!!!

I was on vacation during the announcement, so now I’ll have some reading to do.

One thing: I hope it’s harder than RTMI. I never got stuck on that one, while TWP made my brain hurt a couple of times. I want to get stuck!

7 Likes

As per my last comment, a question would be: is it going to be hard? Because there’s an enormous difference between TWP and RTMI, the first one was a game for hard core adventurers, the second one not so much. I seriously hope we’re more towards TWP in the difficulty spectrum.

That’s wonderful news, it feels like 2022 all over again… everyone back on this forum waiting for the next bit of information!

My question is similar to Guga’s: will TWP2 be as difficult as TWP1 (which had the sweet spot for puzzle hardness, in my opinion) or closer to RTMI (a bit too much on the easy side for me)?

As for the UI… will it be closer to Delores, RTMI, or (as I hope) TWP1 with the classic 9 verbs?

Here are my questions for Ron.

  1. What will be innovative and what will be traditional in this game?

  2. What can we expect regarding the setting? Still towns, or some exotic locations? In the first Thimbleweed Park, a tropical setting or a nice jungle temple was really missed :)"

  3. Are you satisfied with the user interface of Return to Monkey Island, or are you planning further changes? Or do you even want to go back to SCUMM?

  4. Is the mechanic of controlling one character at a time while the others stay put confirmed, or will there be major shake-ups?

1 Like

So you are going to give it to me as a gift? :smiley:

Well…

I (and several others) were here the whole time!

7 Likes

Aye - we were the night-shift skeleton crew, making sure all the forum buttons kept working long after everyone else had gone home.

2 Likes

100% this. For me the memories of TWP are not just that first play through, but the following along during the development process, and having this sense of belonging by participating and sharing in this forum. Fingers crossed for a similar experience.

6 Likes

I agree too. Just to be part of development process (just think of the “toilet paper disaster”!) was worth to back the Kickstarter campaign and a great experience.

And of course to find (and be part of) this friendly, humorous and wacky community!

8 Likes

Ron has published a new post on the dev blog:

10 Likes

Very interesting that he wasn’t happy with the UI of his last games. Especially RtM had several testers and a new approach. So I thought that he (Ron) liked the interface - especially for that game.

I kind of already forgot what RtMI was like in its controls. Similar to Curse?

If you hover over an object, you get two possible actions. So it’s something between an one-click and the curse interface.

I guess it worked well enough not to stand out in my mind. In any case I’ve always thought the Full Throttle / Curse pie interface was extremely good. Once you know where the options are, you can just click and drag in a direction. (There could be up to six actions comfortably there. I never had an issue with the three actions but that’s orthogonal.)

Though the classic UI is extremely good in its own way, with QWE / ASD/ ZXC to select an action without having to drag the mouse all the way over.

I agree! I like that the symbols (can) represent more than one action. For example the mouth can talk to a person, eat an apple or lick a frog.

1 Like

I also liked their aesthetic; Full Throttle icons were animated in a fun way.

1 Like

I liked the more refined grammar in the sentences you got with RTMI, but sometimes the two options thing felt a bit too easy(?) if you didn’t have to combine another object with it. Usually the other option was a setup for a joke.

What I think (or hope) the new UI will look like is that you right click on any object to get a default action (look at in most cases, open/close for doors) and when you left-click you get 9 verbs (more or less) with a tree of options when you click on them. For example: open or pull on a bottle may show the option “take of cap” while “use” may show “poor water on the ground” or “take a sip” (which “take” would also do).
Imagine the verb wheel in Labyrinth, but then context aware to avoid all the “That doesn’t seem to work” defaults, and adding the nice sentences seen in Return to MI; and with a reinstatement of the take off/put on/fix/… verbs

(Mmm hopefully Ron has a better idea :sweat_smile:)

1 Like

Cruise for a Corpse did it in a similar way:

I liked that interface too, but to me it felt a little bit “limited” in the sense that the game is telling me what I could do/have to do with an object. For example I can’t lick or fix the table in the picture above, even if I have done it with other objects in the game. In the Scumm interface I can do everything with every object - even if I get a “that doesn’t work” response. (*)

(*) “Edna & Harvey” has a (funny) response to every possible combination of objects.

4 Likes