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TOM FRANCIS
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Hello! I'm Tom. I'm a game designer, writer, and programmer on Gunpoint, Heat Signature, and Tactical Breach Wizards. Here's some more info on all the games I've worked on, here are the videos I make on YouTube, and here are two short stories I wrote for the Machine of Death collections.

Theme

By me. Uses Adaptive Images by Matt Wilcox.

Gridcannon: A Single Player Game With Regular Playing Cards

Dad And The Egg Controller

Heat Signature’s Launch, And First Player Legend

A Leftfield Solution To An XCOM Disaster

Rewarding Creative Play Styles In Hitman

Postcards From Far Cry Primal

Solving XCOM’s Snowball Problem

Kill Zone And Bladestorm

An Idea For More Flexible Indie Game Awards

Teaching Heat Signature’s Ship Generator To Think In Sectors

What Works And Why: Multiple Routes In Deus Ex

Natural Numbers In Game Design

Naming Drugs Honestly In Big Pharma

Writing vs Programming

Let Me Show You How To Make A Game

New Heat Signature Video: Galaxies, Suction And Wrench-Throwing

What Works And Why: Nonlinear Storytelling In Her Story

My Idea For An ‘Unconventional Weapon’ Game

From Gunpoint To Heat Signature: A Narrative Journey

The Cost Of Simplifying Conversations In Videogames

What Works And Why: Invisible Inc

Our Super Game Jam Episode Is Out

What Works And Why: Sauron’s Army

Showing Heat Signature At Fantastic Arcade And EGX

What I’m Working On And What I’ve Done

The Formula For An Episode Of Murder, She Wrote

Heat Signature Needs An Artist And A Composer

Improving Heat Signature’s Randomly Generated Ships, Inside And Out

Gunpoint Patch: New Engine, Steam Workshop, And More

Distance: A Visual Short Story For The Space Cowboy Game Jam

Raising An Army Of Flying Dogs In The Magic Circle

Floating Point Is Out! And Free! On Steam! Watch A Trailer!

Drawing With Gravity In Floating Point

What’s Your Fault?

The Randomised Tactical Elegance Of Hoplite

Here I Am Being Interviewed By Steve Gaynor For Tone Control

Heat Signature: A Game About Sneaking Aboard Randomly Generated Spaceships

The Grappling Hook Game, Dev Log 6: The Accomplice

A Story Of Heroism In Alien Swarm

One Desperate Battle In FTL

To Hell And Back In Spelunky

Games Vs Story 2

Gunpoint Development Breakdown

Five Things I Learned About Game Criticism In Nine Years At PC Gamer

My Short Story For The Second Machine Of Death Collection

Not Being An Asshole In An Argument

Playing Skyrim With Nothing But Illusion

How Mainstream Games Butchered Themselves, And Why It’s My Fault

A Short Script For An Animated 60s Heist Movie

The Magical Logic Of Dark Messiah’s Boot

Arguing On The Internet

Shopstorm, A Spelunky Story

Why Are Stealth Games Cool?

E3’s Violence Overload, Versus Gaming’s Usual Violence Overload

The Suspicious Developments manifesto

GDC Talk: How To Explain Your Game To An Asshole

Listening To Your Sound Effects For Gunpoint

Understanding Your Brain

What Makes Games Good

A Story Of Plane Seats And Class

Deckard: Blade Runner, Moron

Avoiding Suspicion At The US Embassy

An Idea For A Better Open World Game

A Different Way To Level Up

A Different Idea For Ending BioShock

My Script For A Team Fortress 2 Short About The Spy

Team Fortress 2 Unlockable Weapon Ideas

Don’t Make Me Play Football Manager

EVE’s Assassins And The Kill That Shocked A Galaxy

My Galactic Civilizations 2 War Diary

I Played Through Episode Two Holding A Goddamn Gnome

My Short Story For The Machine Of Death Collection

Blood Money And Sex

A Woman’s Life In Search Queries

First Night, Second Life

SWAT 4: The Movie Script

Five Problems With Chess

Firstly, of course: many folks I like and respect love chess, and I’m happy for them and have no interest in persuading chess fans to like it less or want something different. But it’s not for everyone, and I’m one of the people for whom it’s not. So what I’m interested in is: what needs fixing to make it a game I enjoy? And if you did that, who else might enjoy it?

I am gonna call these problems problems, though, because it gets exhausting to say “possible areas where there’s scope to broaden or mutate its appeal to a different set of people, without wishing to detract from or disparage the great enjoyment many already draw from the game as it stands.” And because some of them, from my perspective, for players like me, with all the caveats above, seem incredibly fucking stupid. Continued

Badminton

Badminton is the best sport – and I’ve tried easily six of them. Here’s what’s good about it:

  • Sound effects: hitting a shuttlecock (they call them birdies here) doesn’t just make a great sound, it makes a whole range of them. You’ve got your gentle pongs, your lively thwaps, all the way up to the fearsome splack of a good overhand smash. I’d say the only sport that can claim more satisfying noises is archery, and in badminton no-one has to die.
  • It involves a lot less walking around and picking things up: this is the main thing it has over tennis – even a ridiculously overpowered shot never goes more than a couple feet from the court, and in tennis even the gentlest shot can bounce to a neighbouring country if you’re not there to stop it. This is because of a secret feature of badminton:
  • It has Bullet Time built in: a shuttlecock is a weird little contradiction – streamlined in silhouette but engineered to slur through the air like it’s treacle. The harder you hit it, the faster it slows – meaning, basically, go ham. You pretty quickly learn to lunge for shots you think you’ve already missed, because the proportionate slowdown is so extreme that you sometimes get them anyway. It almost feels like you’ve gone slightly back in time to get another chance.
  • Extreme dynamic range: these hard shots – aim them up and they absolutely soar, giving your opponent plenty of time to get in position, but also plenty of time to overthink it and whiff at the last minute. Aim them down and it’s the opposite: an absolute bullet to the ground, brutally difficult to defend, but when they do come back it’s such a sudden reversal that all you can do is flinch in self-defense. And those are just the hard shots – at the other end of the spectrum, there’s a whole artform in barely touching the birdie so that it lazily bellyflops over the net and dribbles down the other side in a fatal fall that leaves them hurling themselves across the court to reach it and attempt an equally pathetic shot back.
  • Comedy: that’s very, very funny. Even more so as a return to a much more dramatic shot. And even more so if you’re busy celebrating your genius when the fucking thing comes back with exactly the same smug lethargy. And these are just the shots that work – badminton is a masterclass in the taste of victory turning to ashes in your mouth. Pride, cleverness, and an ostentatious wind-up come before a public self-own every three shots. Sometimes a long-awaited serve just drops to the floor without even touching a racket. Sometimes your sneaky side shot goes so far out it’s a valid shot in the next court. Sometimes they set you up for the perfect unstoppable smash and you just beast it directly into the net. Sometimes you beast it under the net. Sometimes you just beast it directly into the ground, and look around at everyone like, well I don’t know what that was supposed to be.
  • It’s exercise but I enjoy it? This is sort of self-referential and redundant – I like badminton because I like badminton? – but the last point was too long-winded to feel like a conclusion so here we are.

We’re Looking For Someone To Make A Tactical Breach Wizards Trailer

Update: the position’s been filled, thanks everyone!

We’re looking for someone to make a roughly 2 minute trailer of Tactical Breach Wizards, preferably by the 9th of May.

We have a new chapter of the game to show off, but we don’t want to do our usual in-depth talkthroughs because it would start to get spoilery.

The game has pause, slowmo, level select and camera controls built in, and we’ll also provide you with the Unity project if you’re able to make use of that.

We have a composer and some tracks already in, you’d work with them directly to figure out the music needs.

Our game is a fairly straight-faced parody of a modern military action thriller, borrowing superficial tropes and critiquing or inverting some of the deeper ones. You can get a sense of it from our last talkthrough vid:

And you can get a sense of our sense of humour from the Gunpoint and Heat Signature trailers:

Void Bastards Vs Heat Signature: A Completely Objective Analysis

Note: this was written around the time Void Bastards was released, but languished in my Drafts for years because I’d planned to make it longer. What’s there all still makes sense to me though, so I’m just gonna make it about the 3 things I did cover and throw it out there:

Void Bastards is a roguelike first-person shooter about boarding randomly generated spaceships. I designed a top-down roguelike about boarding randomly generated spaceships, so it’s interesting to see how the two games tackled the same issues differently, and how well their solutions worked out! I picked three: Continued

Seeking A Composer For Tactical Breach Wizards

Update: Applications are now closed! It’ll take some time to go through them all.

Update: We’ll continue taking applications for the composer position until noon Pacific Time on Wednesday this week! This link should tell you when that is for you.

Original post:

We’re looking for a composer to handle the music for Tactical Breach Wizards!

  • This is a contract position for this project only.
  • Remote, paid – let us know your preferred rate. Ask for what’s fair, getting this done cheaply is not a priority for us.
  • See below for the scope and nature of the work.
  • We expect to be working on the game for at least 1 more year, so that’s the rough time frame for working on this.

We don’t care about years of experience or prestige of prior projects, all we need is to hear some of your existing work – whether it’s personal or professional. You don’t need to have worked in games before – the game-specific concerns are outlined here so you can judge if they’re gonna be a problem.

Instructions for applying are at the bottom of this post, but first I’ll give as much info as I can about the job: Continued

Gridcannon: A Single Player Game With Regular Playing Cards

I thought it would be an interesting game design challenge to come up with a single player game you can play with a regular deck of playing cards. My first try, about a month ago, didn’t work. But on Sunday I had a new idea, and with one tweak from me and another from my friend Chris Thursten, it’s playing pretty well now! In the video I both explain it and play a full game. I’ll write the rules here, but they’ll make more sense when you see it played: Continued

Making A Better Card Feel Worse With UX

Nowhere Prophet has a power where each turn you can choose 1 card from your hand to discard, and draw another to replace it.

Slay the Spire has a power where you draw 1 extra card per turn, then must discard 1 of your choice right after.

Slay’s power is straight up better: you get to see what the new card is before deciding what to discard, which both lets you factor it into synergy considerations, and allows you to discard the new card itself, if it’s worse than what you have.

But experientially, Nowhere Prophet’s feels more positive. You’re presented with a hand you can keep, or if you like you can get a do-over on the card you like least. Doing nothing is fine, but if you see a bad card you can chuck it for good odds of a better one. Yay! Continued

Steam Quirks For Developers

Talking to people at GDC and Rezzed, especially people just starting in game dev, made me realise I’ve accumulated a load of non-obvious knowledge about how Steam works and how best to use it. Info like this tends to get passed around between established devs, at events and in closed circles, but newer devs and those excluded from these groups don’t get access to it.

Everything marked ‘info’ was either learned by me first hand, or told to me by Valve at events with the express purpose of getting this kind of info out to developers, without request of confidentiality. I say this because I do also get told things confidentially – none of that is in here. Continued

Charity

When Gunpoint did well, in 2013, I thought: “I should give some money to charity. But this might have to last me the rest of my life. So I should wait til I have a second game out, and see how that does.”

When Heat Signature did well in, 2017, I thought: “It’s doing great so far! But how fast will it trail off? This has to cover the budget of the next game. What if Steam’s algorithm changes and all our revenue stops? Maybe after the third game I’ll know more about-”

I see what my brain is doing. There’ll always be enough uncertainty in my life that I can delay a donation in the name of caution. But I don’t think that loop ends on iteration 3 or 4, so I’m cutting it short now. I’m giving $25,000 to the Against Malaria Foundation and another $25,000 to GiveDirectly. Continued

My Week

This year I’ve started tracking the hours I spend programming, because generally once I start tracking something I naturally start to optimise it. I’m not a workaholic – I’m at greater risk of not putting in the hours than of putting in too many, and I’d like to make sure I’m putting in enough.

Programming is about 40% of my job. Another 40% is design, and the other 20% is every other job on a game that isn’t art or music. The design part is hard to track though: I find most productive design thinking comes from a big engine in the back while you’re doing other things, as it randomly matches disparate ideas and sprinkles them with what you’re currently experiencing and asks: “Is that anything?”

Programming, though, I can measure: I start a timer and then focus on work for anywhere from 8 minutes to 80. If I get the urge to check Twitter, I can but I have to stop the timer to do it, and only log the work time. I only get to log the time if it really was focused work – all breaks and interruptions and meals and everything else is excluded. Back when I notionally worked an 8 hour-a-day job, I had an hour for lunch, lots of Twitter breaks and interruptions. I’d be surprised if I averaged as many as 6 productive hours a day.

Anyway, here’s my first full week’s programming time tracked: Continued

Dad And The Egg Controller

After dad died, trying to be useful, we looked through his office. ‘Office’ is underselling it – there was so much equipment that it could equally qualify as a workshop or even a lab. It had the special kind of ordely chaos of a place filled with a thousand incredibly specific things, meticulously organised by type, when you don’t know any of the types.

I opened a tiny drawer. Ah yes, this is where he kept things that were brass, cylindrical, and slightly ridged. I closed the drawer, my task complete.

On his desk, though, I saw something I did recognise. Something I knew it would be my responsibility to adopt, decipher, and operate. I don’t know if he ever gave it a name, so I will now: it’s the Egg Controller. Continued

Heat Signature’s Space Birthday Update Is Live!

Heat Signature is one Space Year old today! To celebrate, we’ve released a big free update we’ve been working on for five months, with over 20 features – including our own twist on a Daily Challenge.

Click through for details on each:

Continued

The Potato ‘Paradox’

I just learned about ‘The Potato Paradox‘, which refers to this surprising maths result:

Q: You have 100kg of potatoes, which are 99 percent water by weight. You let them dehydrate until they’re 98 percent water by weight. How much do they weigh now?
A: 50kg

It’s not a riddle or a trick, it’s literally true and the terms mean what they seem to mean. The Wikipedia page has some good explanations and diagrams of why the answer is right, which persuaded me that it was, but that didn’t solve the problem for me. To me the problem is: why am I so wrong about this? Continued

What Works And Why: Emergence

Dishonored 2: Death of the Outsider

I love Deus Ex, System Shock 2, and Dishonored 2, and the name for these games is dumb: they’re ‘immersive sims’. If you asked me what I liked about them, my answer would be a phrase almost as dumb: ’emergent gameplay!’ Continued

Pitch: Tactical Breach Wizards

I’ve been tweeting GIFs of a game I’m prototyping in Unity for a while now, codenamed Tiny Ex-Cons, and recently did a video blog about the core elements I’m hoping to combine if I go ahead with it.

It’s too early to know if this is my next big project or not – my prototype doesn’t have enough to prove the concept yet – but I do want to start showing more of it. And I’ve been holding back part of the concept, and indeed the name. It’s not hard to describe, but it’ll only really work with the right art, so I didn’t want to talk about it until I was sure that side of things would work.

And hey, you know who’s good at art? Gunpoint and Heat Signature artist John Roberts! So he’s joined me again and sketched out some ideas for this new concept. Which is… Continued