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TOM FRANCIS
REGRETS THIS ALREADY

Hello! I'm Tom. I designed a game called Gunpoint, about rewiring things and punching people, and now I'm working on a new one called Heat Signature, about sneaking aboard randomly generated spaceships. Here's some more info on all the games I've worked on, here's the podcast I do, here are the videos I make on YouTube, here are some of the articles I wrote for PC Gamer, and here are two short stories I wrote for the Machine of Death collections.

Theme

By me. Uses Adaptive Images by Matt Wilcox.

  • Grant: Thanks to the start of this video, I’ve just now noticed that during the static flickers while staring...
  • Ben: Great analysis. During the lab sequence in the Prey intro, you were looking around for tells that Morgan is in a...
  • RoboLeg: this game would be PERFECT for mobile, and I’d happily pay 10 bucks or so for it.
  • Jepp: 1) Please keep critiquing games by building new ones :) 2) The non-hand holding, simple systems integrating...
  • Jack: Are you going to release Morphblade for iOS or the Nintendo Switch? I would really like to play this on my...
  • 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

    How I Would Have Ended 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

    Ludum Dare Day 1, 11PM: Almost Fun

    The screenshot I’m about to show you won’t look spectacularly different to the one earlier – I still haven’t fixed the horrible protagonist bot or the laughable kid’s snow effect. But to play, it’s already close to what the finished game will be.

    The main thing is randomised enemies, with visually apparent stats. Randomisation will be part of the Discovery element, and also just the fun of the game: it’s never going to be a great shooter, but it’s already kind of cool to blunder into a triple-barreled deathbot with hyper speed and discover a whole new echelon of boned.

    The visual apparency – representing every stat in the shape of the enemy rather than a stats readout – is part of that too. It gives your read on the enemies immediacy, and that’s a catalyst for fun. I need all of those I can get. Hopefully you can tell which one of these enemies has more firepower, and which one is better protected.

    Snowbot 3

    What you can’t see, and what you probably won’t even find if you play it, is the ridiculous amount of fun I’m having with it.

    Most of this afternoon was spent thrashing out the enemy movement to be more convincing and dangerous, and all of this evening was spent drawing just a few bad sprites – it takes me actual time to get pixel art to the dismal level of quality you see here.

    Then in less than half an hour, I did the coding legwork to implement every chunk of art into modularly assembled, dynamically scaled, randomised deathbots. And the game’s gone from being a tame arena where I can always win through knowing the tricks, to a terrifying robot safari where things with crazy muzzle velocities can also outrun me, and I see combinations I hadn’t pictured.

    It’s not exactly good, yet, but it’s an amazing thrill to see that kind of stuff come to life from a few simple maths statements. I can pretty much stomach art work if it’s for a game that can stretch and recombine it to endless different purposes.

    Snowbot 3a

    I’ve also had an idea for how to relate the game more obviously to the Discovery theme. It’s fun to try and creep up on these bots when they’re not looking. They turn round if you shoot them, to prevent the game being too easy, but I’m going to make it so that you can subtly scan them if you get up close and undetected.

    If they have a module you’ve never used before, you’ll gain the ability to salvage it if you later kill the bot. And if they don’t, you’ll be able to read their robo-thoughts. Not entirely sure what I’m going to do with that, but even if it’s just an array of pointless introspection it should be fun to write.

    More

    Bret: Like the scanning mechanic. Seems the kind of game to kill a dull afternoon.

    Niteowl: What are you writing this in?

    Bret: He's using gamemaker, I think.

    Jason L:

    If they have a module you’ve never used before, you’ll gain the ability to salvage it if you later kill the bot.

    Hooray for this. There is nothing wrong with any game being more like Captain Forever.