A stealth puzzle game that lets you rewire its levels to trick people.
Out now! $10!
Windows, Mac and Linux.
Tell us about it! Literally do tell us about it, or nothing will happen.
Here's the formal permission bit.
Find out when I release a new game, and when there are opportunities to test them.
By Tom Francis. Uses Adaptive Images by Matt Wilcox.
To keep you up to speed, here’s a breakdown of what I’m working on at the moment:
I fixed a lot of bugs pretty quickly in the first four patches, but the last ones left are tougher. Most of them aren’t mistakes in my scripting, they’re fundamental incompatibilities between the engine I used and certain PC configurations. So fixing them means porting Gunpoint to a new engine, and exactly how we do that is a big, complex, important decision for the future of the game.
I have three different ways I could get it done, so I’m investigating two of them while trying to do the third one myself. If doing it myself works, that’s handy. If not, I’ll know how hard it is and how much I should be paying to get it done.
Whichever method we use, it should fix those compatibility problems, make the game run much faster for everyone, and pave the way to port it to Mac and Linux.
This has always been the plan, but obviously it doesn’t make sense to do it just before switching engines – it would have to be re-done immediately after. My first priority is to fix the game for the few people who still can’t play, and helping people share levels will be my next job after that.
How I do these ports depends heavily on which method I use for 1, as will the time frame. These two are my main priorities, though – if we ever do any other ports, they’d be handled externally so I can stay focused on PC platforms.
If you want some idea of the kind of fun I’m having, the shot above is from the fourth try at getting Gunpoint working in Game Maker Studio. The first three just crashed outright, and in number four Conway is distorted (?), all floors are transparent (!), the screen is being rescaled from 1024×600 with the wrong aspect ratio (!?), and the Rooke logo is now misspelled (!?!).
Fixed all those, with some help from the kind folks at YoYoGames, so now I probably only have a few thousand more crazy issues to go!
Bwisey: Thank you for the update.
Antan: Well done, keep going and good luck!
Eddie: I am really relieved that this is going to Steam Workshop, that will be absolutely amazing.
Arda: Keep up the good work.
Beat: Thanks for the update! May I please ask about a few other things?
Any plans to add Steam trading cards and profile backgrounds? I would love to have a Gunpoint theme for my profile.
Also, are you still considering an upgrade path for folks with the base game to be able to buy up to the Special or Exclusive editions?
David: I think your game is awesome and I hope you'll keep up the good work, I let my friends play the game for 10 min and now 3 of them have/are going to by your game, proves how simple but brilliant a game can be!
Phil: Gunpoint on Mac would make my life complete
Jason: great job good to see someone who cares so much
‘Gunpoint’ Developer Talks Engine Updates, Mac/Linux Ports, And Steam Workshop | The Indie Game Magazine – Indie Game Reviews, Previews, News & Downloads: […] fixed a lot of bugs pretty quickly in the first four patches,” Francis explains in the Gunpoint blog post, “but the last ones left are tougher. Most of them aren’t mistakes in my scripting, […]
Beat: I feel a case of recursion coming on...
john: good ideas:
2.all decor and back walls at level editor
Anonymous: Remapping the controls? Is this still in the works?
Anonymous: I'd certainly appreciate a switch of engine. The savegame system is pretty bad to put it politely. The game while running conflicts with other applications (menus disappearing, entire diskdrives getting locked, etc).
Since you are already basically talking about a rewrite of the engine, here's something else i'd like:
Fully externalized missions. Currently, one can make levels (though, one can only place guards, not other NPCs). The dialogs also are already externalized. But there is no way to link maps and dialogs to missions (i already for personal use changed some of the dialogs to give the story a different twist, but without being able to "rewire" maps and missions (or choose portraits in dialogs) this is quite limiting.
Anonymous: I'm not sure if you know about this but mice with high DPI are making the game lag like crazy,but only if you move the mouse and it does that in the menu too.Hope you will fix it since the people who suffer from this cannot play the game at all
Craig Allen: Hello, i just stopped by to say thank you for the very entertaining game! I only wish it was longer.
To a successful future - a humble fan
John: Love the game, don't regret buying it... yet, I've been impatiently waiting for an update but nothing yet... When is it coming? Can we get another update (in blog terms) of your process yet?
I understand your one guy but at least a word or something?
Skull025: Hi! Big fan of your game. Simply wondering when the steam workshop thingy might be implemented. If it does happen I can see this game positively exploding, and it'd give me a reason to play more than the two hours I played to complete the hilarious story.
I'm rooting for ya man! I believe in you!
Jack: Gunpoint is one of the best games I have ever played, can't wait for the Steam Workshop addon!!!
Gunpoint, robos y buenas intenciones · Críticas | VideoShock: […] campañas que la comunidad pueda compartir. De hecho parece que Francis se encuentra actualmente trabajando en ello. Aunque al menos se trata de una característica que encaja perfectamente en la manera de disfrutar […]
Gunpoint, robos y buenas intenciones | testground | Videoshock: […] campañas que la comunidad pueda compartir. De hecho parece que Francis se encuentra actualmente trabajando en ello. Aunque al menos se trata de una característica que encaja perfectamente en la manera de disfrutar […]