Ron Gilbert's "Delores" source code released on github

Started by Monsieur OUXX, Wed 27/05/2020 12:44:13

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Monsieur OUXX

What the what now?

https://grumpygamer.com/delores_dev

Ron Gilbert had previously released his engine for Thimbleweed park.
Now he has released the source code for a mini-game ("Delores") based on the engine.

I haven't investigated exactly what it means in terms of ready-to-use adventure game engine, or if there's a catch, but holy Molly!
 

Crimson Wizard

#1
Do I understand correctly that there's no engine sources, and the engine is available as a compiled executable that can run game data, such as this "Delores" source?

PS. "Delores" scripts are fun to read and compare to what could've been in AGS :)
Spoiler

Code: text

actorTurnTo(delores, DIR_BACK)
sayLine(SAY(11889,"Ok, here goes."))
breaktime(0.25)
breakwhiletalking(delores)
playAnimation(delores, "drinking_start")
breakwhileanimating(delores)
delores.sid <- playSoundAt(SOUNDID(drinking), delores)
playAnimation(delores, "drinking_loop", LOOPING)
breakwhilesound(delores.sid)
breaktime(5.5)
playAnimation(delores, "drinking_end")
breakwhileanimating(delores)
actorFace(delores, DIR_RIGHT)
actorCostume(delores, "DeloresVomitAnimation")
playAnimation(delores, "vomit")
breaktime(0.5)
delores.sid = playSoundAt(SOUNDID(vomit), delores)
sayLine(randomfrom(SAY(11890,"*huurrrll*"),
                   SAY(11891,"*bleeeuuurrrggghh*"),
                   SAY(11892,"*raaaaaallllllllllffff*")))
breakwhileanimating(delores)
actorCostume(delores, "DeloresAnimation")
breaktime(1)
sayLine(SAY(11893,"*sigh*"))
breaktime(2)
actorTurnTo(delores, DIR_FRONT)
sayLine(SAY(11894,"I feel better now."))

[close]

Monsieur OUXX

Quote from: Crimson Wizard on Wed 27/05/2020 13:44:51
Do I understand correctly that there's no engine sources, and the engine is available as a compiled executable that can run game data, such as this "Delores" source?

Yes. But considering it's bleeding edge technology, the tradeoff is pretty good I'd say ;)
The only tricks are : 1) No commercial use. Only hobby use (I'm fine with that ;) ) 2) The tools are rather raw. Especially to import graphics and such. But they're good enough.

That being said I don't intend on switching to that engine, but I'm convinced that it would be totally feasible.
 

eri0o

Interesting stuff. There is more info in the forums too. I haven't read yet and did only a quick pass through the files on GitHub.


Animations
https://github.com/grumpygamer/DeloresDev/blob/master/Animation/ChuckieAnimation.json
I noticed frames are named? My guess is they use the image and the map in json files here.
Then some build process runs some script that apparently cut so that the sheet is the name of the folder and the frame is the name of the png.
And also it's possible to add offset to frames apparently.

Debug Tools
Debug tools are made using Dear ImGui!!!
Spoiler
[close]

Room design
https://github.com/grumpygamer/DeloresDev/blob/master/Wimpy/AStreet.wimpy
Apparently they are described in wimpy files. The walkable areas are described in polygons, there's a layer for lights. Also the room supports parallax layers.

Scripts and dialogs
https://github.com/grumpygamer/DeloresDev/blob/master/Scripts/
Apparently game logic is coded in dinky files. Including rooms logic. Meanwhile dialogs are coded in yack files which are a simplified version of Ink scripts.

Sound
https://github.com/grumpygamer/DeloresDev/tree/master/Sounds
Sound is using FMOD "apparently". More stuff from FMOD here.

Translations files
https://github.com/grumpygamer/DeloresDev/blob/master/Data/Translations_en.tsv
It appears there are IDs for the texts instead of text as keys.

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