![]() ![]() Optionally small specks of dust can be collected in several locations. The game both saves automatically and supports manual saving. At any moment it is possible to call an in-game hotline and gets hints on what to do next, based on the current context. The game has a built-in, context sensitive hint system. You don’t need to follow this walkthrough exactly Part 1: The Meeting Boris completes his mission: Open the gate Talk to Willie Look at Boris’ note to see his tasks Look at the light over the sign. The game can be played in a casual mode with easier puzzle or in a traditional, hard mode. Casual Mode Walkthrough NOTE: Thimbleweed Park is a non-linear game and many puzzles can be solved in different orders. The game has a humorous tone and often breaks the fourth wall. The other characters often have their own slices of gameplay through self-contained flashbacks, such as Dolores the computer programmer of Ransome the clown, but in other parts they all work together. They each have their own inventory and can trade items with each other. They need to work together to solve puzzles, sometimes by being in different locations. ![]() Switch to the character in the bank and take the factory key and animal paperweight. Now switch to Franklin, enter any hotel room with a phone, use 'Zap' on it and select Safely First Bank from the phone book. Stand near the office and the employee who is receiving the calls. Just like in Maniac Mansion, for a large part of the game it is possible to switch between the two characters at any moment. First, select one of the characters and go to the bank. Hint: Everytime a character tries to look at it when he's using it, the manager will realize someone's trying to look over his shoulder and shut it off and walk away. During the course of the game five characters become playable, but Ray and Reyes are the main ones. The manager has a computer that he keeps checking. There are several items to collect and they are stored in an inventory. Progress is based on furthering the story and solving puzzles. ![]() The game uses a classic control mechanic with verb commands such as "use", "pick up" and "talk to" to interact with the characters and the environment. A man is found murdered and the FBI agents Angela Ray and Alberto Reyes are sent there to solve the case. The game consists of eight parts and is set in 1987 in Thimbleweed Park, a city with a population of eight. Do you additionally use a single state var that sums or increments depending on smaller vars, for instance? I’ve never considered writing a hint system but I’m interested by TP’s implementation and how it draws on the state of the game to serve the player specific hints.Thimbleweed Park is a point-and-click adventure with a design similar to graphic adventures games released in the 1980s and early 90's, such as Maniac Mansion (1987) and The Secret of Monkey Island (1990) the main developers previously worked on. Is this how the TP hint system works, but comparing the states of certain variables to track progress? Hate to mention other adventure games but John Passfield mentioned that FOTAQ used a single state variable to keep track of the game and trigger other actions and points of the game. you’ve mentioned being frustrated that scummy only a 256 variable limit, were these engine level or scripting level vars, which implies that each puzzle “node” was stored as a separate var or bool. I’m curious as to how the hint system was constructed, as it keeps track of the state of the game and serves hints dependent on that state. ![]()
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