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    Thimbleweed Park Blog

    blog.thimbleweedpark.com · Company blog · on HN since 2015

    The development blog for the adventure game Thimbleweed Park, with posts on engine design, scripting, and testing by Ron Gilbert's team.

    Visit blogHN submissions
    GamesProgramming
    What HN says

    HN commenters recommend it as an interesting development blog, noting its writing on engine design and how long the engine and game took to build.

    Stats for nerds
    19HN people shared it
    7linked in comments
    11story points
    Jul 2026last shared
    2015people per year2026

    Top posts on HN

    1. 1
      Thimbleweed Park officially released
      1 person · 3 points · first shared 2017 · Discussion on HN
    2. 2
      Thimbleweed Park Blog- State of the Game #3
      1 person · 2 points · first shared 2016 · Discussion on HN
    3. 3
      Test system for Adventure Games
      1 person · 2 points · first shared 2015 · Discussion on HN
    4. 4
      Save Game
      1 person · 1 points · first shared 2015 · Discussion on HN
    5. 5
      Thimbleweed Park – 4 Months Post-Kickstarter
      1 person · 1 points · first shared 2015 · Discussion on HN
    6. 6
      Thimbleweed Park – Pseudo Rooms
      1 person · 1 points · first shared 2016 · Discussion on HN
    7. 7
      You'll be able to play Thimbleweed Park on Thursday, March 30th
      1 person · 1 points · first shared 2017 · Discussion on HN
    8. 8
      Homepage
      8 people · first shared 2015
    9. 9
      Archives
      2 people · first shared 2020
    10. 10
      Scripting test
      2 people · first shared 2015

    What HN people wrote when they linked it

    • probably_wrongJul 2026

      The best answer to that question is the development blog they made for the first game:

      https://blog.thimbleweedpark.com/archives.html

      At a quick glance: four months for the engine (which they wrote from scratch [1]) and, based on the budget [2], roughly nine months for crowdsourcing and pre-production (setting the overall story and puzzles, deciding on the look of the game, building small proofs-of-concept), seven months for production, three months for testing and bugfixing, and two months for release (which they overshot by three months).

      [1] https://blog.thimbleweedpark.com/roadmap1.html

      [2] https://blog.thimbleweedpark.com/budget1.html

    • acomjeanApr 2022

      The original post:

      https://grumpygamer.com/april_fools_2022

      Ron is developer of the Monkey Island adventure games, while at lucas arts, now the IP is owned by Disney.

      So he made another adventure game (similar but different) called "thimbleweed park". I played through. It was fun.
      He made a development blog, while making it (it was a kickstarter).

      https://blog.thimbleweedpark.com

      but now I have no idea if this new thing is real or not...

    • crivabeneApr 2015

      Ron Gilbert chose Squirrel as the scripting engine of Thimbleweed Park: http://blog.thimbleweedpark.com/scripting_test

      If anyone is interested, the development blog is full of examples of how it is being used in the game:
      http://blog.thimbleweedpark.com/scrolling_rooms
      http://blog.thimbleweedpark.com/switching_and_inventory

    • runebSep 2016

      There is a pretty interesting development blog at https://blog.thimbleweedpark.com/. Its been a while since I followed it, but at least in the beginning Ron was writing about the game engine design. They also touched upon what you are referring to, and at least for the in-game font you can switch to an old-style mode.

    • jupiter90000Jul 2016

      Ron Gilbert is using Squirrel as a scripting language in the game Thimbleweed Park [1]. For someone developing games for as long as he has, I think it lends some credibility to it (though I would still evaluate it before I choose to use it for my use cases).

      [1] https://blog.thimbleweedpark.com/text_tron_3000

    • cslAug 2016

      Also, the original Lucasfilm Commodore 64 games, such as Maniac Mansion, were cross-compiled on UNIX workstations, transferred over the network and uploaded to running C64s — way back in 1987! (Source: The Thimbleweed Park podcasts [0], which I highly recommend.)

      [0]: https://blog.thimbleweedpark.com

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