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.
Kirk Mitchell: Not an official submission, but I was playing...
Larrik: I bought the game some time ago, but never played it....
Lansbury fan: Literally the best thing I’ve ever read.
My life has changed in many ways since working for my own company, but perhaps the biggest is that I can now watch Murder, She Wrote over breakfast and/or lunch. This is great, but it’s also ingrained the show’s weirdly specific formula in my brain, and now I feel I must write it down. The following is how about 70% of its episodes go – the exceptions are kind of nuts. Continued
I've now made enough of Heat Signature to be fairly sure of what it is, which means a) here's a new trailer!
And b) I'm ready to start looking for an artist and a composer to work with!
I'd like to do it the same way I did for Gunpoint, with Open Submissions. That means anyone can send in a sample of what they can do, and I'll pick the best artist and the best composer based on that. In this post I'll explain loads about what we're looking for, but the highlights are:
✓ No experience required!
✓ Work from anywhere!
✓ Flexible hours!
✓ Game already works!
✓ Application deadline: 23:59.59 UK time 22nd Aug! Continued
I started making Heat Signature mainly to figure out if the mechanics would be as fun as they seemed in my head, so I built all its systems in the cheapest, fastest, simplest possible way. That worked – it’s now got to the point where I’m laughing out loud at something ridiculous happening most times I play.
But the slapdash way I built it has the following problems: Continued
Our big Gunpoint patch has just gone live on Steam! It converts Gunpoint to a whole new engine and adds Steam Workshop, so you can see all the awesome new missions people have been making in the level editor. They are nuts. We’ll make a version of this update available for non-Steam users as well, but obviously Steam Workshop support only works in Steam. Here are the major changes:
It’s also 75% off for 48 hours! That’ll end 10am Pacific Time on 19/06/2014. That discount applies to all editions, too, so you can upgrade for $2.50 or £1.50. And we reduced the UK and EU prices from the Steam defaults to better match their USD equivalents.
Header image is a screenshot of Breakin 1.2, by [NL] Omgertje.
Natalie Hanke, Jukio Kallio and I have just released Distance, a short, semi-interactive, mostly visual piece for the Space Cowboy game jam. Natalie wrote, designed and arted it, Jukio did the sound and music, and I was the programmer. Continued
The Magic Circle is an indie game in development by Jordan Thomas, Stephen Alexander and Kain Shin. It takes place inside an unfinished game, one you can see being built around you. And when I tested it, for reasons I won’t go into, my objective was to ‘Ghost the Sky Bastard’. Continued
Floating Point is out on Steam now, for Windows, Mac and Linux, and it’s free!
It’s a peaceful game about swinging gracefully around randomly generated levels. It’s played entirely with the mouse, it’s easy to play, you can have fun with it in five minutes, and it has relaxing digital music by the excellent Form & Shape.
Here’s a trailer, and some info on why it’s free. Continued
So Floating Point’s a game about using a wire to swing through randomly generated spaces smoothly. When you do, avoiding obstacles and picking up speed, everything about the game tries to celebrate and reward that flow state: you glow, the music picks up, the collectible bars in the level get more valuable, and grow tall so they’re easier to hit.
One effect I fancied but considered low priority was some kind of trail: maybe particles or sparks or something. So I had a quick look to see how hard this would be in Unity, and discovered something called a Trail Renderer. I tried it, and it looked like this: Continued
We use the phrase ‘your fault’ in a way that’s different to the sum of its parts. A fault can be any kind of problem, defect, or undesirable property. ‘Your’ just means belonging to you. If you have very unsteady hands, that’s a problem of sorts, and it’s yours. But if I hand you a full mug of coffee and you spill a bit of it, if you apologised, I’d say “It’s not your fault!”
Your faults are not ‘your fault’ if you’re born with them, if they’re forced on you, if you didn’t know about them, or a whole variety of other conditions. Language forms organically and messily, and it only makes sense to talk about it in generalisations. But the most prevalent trend I can see in the types of faults that are not ‘your fault’ is this: they’re the ones you can’t reasonably change. Continued
I’ve been obsessed with iOS/Android randomised tactical combat game Hoplite ever since Zack Johnson told me about it at IndieCade last month. You’re a Greek spearman descending the randomly generated levels of the underworld, and you have to deal with the steadily increasing demonic population you find there by moving carefully across a hex grid turn by turn, calculating each move to slash, stab or stomp them without letting them get a hit in.
Each level has a shrine that grants a choice of upgrades, letting you incrementally design a perfect build of complimentary abilities until depth 16, at which point they run out completely and you just see how far you can get with what you’ve built.
As the difficulty ramps up from there, the way your chosen abilities play off each other to let you overcome the endlessly increasing challenge becomes elegant, then balletic, then sublime. These calculated chains of sweeps, leaps and thrusts let you dance through a minefield with precision and grace, felling everything around you. It’s hard to fully explain how neat, clever and satisfying it feels – so I made a GIF. Continued
Gone Home writer/designer Steve Gaynor interviewed me for his podcast on the Idle Thumbs network, Tone Control. In it, I guess we vaguely cover tone at some point probably, but also: Continued
I can now show you what my space stealth game is really about! As long as I don’t get spotted like three times in a row right at the start of this video. Watch that first if you care, if not, here’s the summary. Continued
I’ve decided to let people play this prototype of my Grappling Hook Game at IndieCade East in New York next month, partly to force me to focus on what it really needs to be a playable game. After a week and a bit, here’s what I’ve got. Continued
This is great, people keep linking me to things I wrote ages ago and forgot about, so I can link them here. Snowskeeper Ferenczy points out this, something I wrote very fast after a game of Alien Swarm one night that seemed necessary to report.