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.
Jabberwok: These are great. Even having done the regular...
Nosada: So I loved Gunpoint, I’m probably gonna love...
Damien: I just platinum’d the game on the PS4 and I did...
I’m doing a series of video tutorials to show you how to make your first game, using the free version of Game Maker: Studio. I’m doing about 1-2 hours a week, aimed at absolute beginners with no experience with writing code. I’m not a good programmer myself, so we keep things as simple, quick and easy as possible, cutting all sorts of corners that would make real programmers who work in teams cringe. But, that’s basically how I made Gunpoint, and that worked well enough, so here goes!
At time of posting the first week of episodes is up – three parts, totalling about an hour and a half. I’m also giving people leeway to experiment with what they’ve learnt, and if they like, they can send in what they’ve created and I can see which bits might fit into the project.
Here’s what Heat Signature looks like these days! The new art is by the multi-talented John Roberts, who also did art for our last game, Gunpoint. Next week I’ll put up a trailer to show all this in action. For those who haven’t seen it moving yet, there’s no break between inside and out: you zoom smoothly from the scale of these interior shots to the big-scale space battles.
When I have new shots in future, I’ll add them on this page and take down any outdated ones. Everyone has permission to use these shots in any articles or videos, print or online, as long as you make it clear what game they’re from. Continued
I think if I embed a YouTube playlist, I can make this post always show the latest Heat Signature trailer even when I change it in future.
I have long known that ‘Finite State Machines’ are a thing I should be using, but when I try to read up on them, the explanations are either hopelessly vague or incredibly specific to a language and situation I don’t understand.
I whined to Mike Cook about this, and he said something to the effect of, “When you read up about Finite State Machines, it sounds like they’re this one specific agreed-upon thing, but every time you talk to an actual programmer about them you’ll get a different version of what they are.”
But! I am determined to try them in Heat Signature, and I have just reached that point where there’s enough AI an animation stuff going on that I need some kind of system to manage it. So I’m going to explain how I plan to use one, and if you’re a programmer, perhaps you can warn me of any problems I’m making for myself.
If you’re not, or if you’re learning, maybe you’ll get something out of how hopelessly I’ve failed at this so far. Continued
I’ve been away the last two weeks, showing Heat Signature first at Fantastic Arcade in Austin, then at EGX in London. I’ll show you what that all looked like below, but first I’ll embed my EGX talk so you can play that and look at the photos during the boring bits. From about 5 minutes in, you can see Heat Signature with some of the new art and music. Continued
Last month I made a new video of my ugly prototype for Heat Signature and put out an open call for artists and composers who might wanna work on it. When I did the same thing for my first game Gunpoint, around 30 artists and 40 composers applied. For Heat Signature, 81 artists and 232 composers applied. This was extraordinary and flattering, then daunting, then impossible, then exciting once I finally had my decision, then absolutely horrible when I had to tell everyone I hadn’t picked. You don’t really know how many ‘313 people’ is until you have to say no to 310 of them.
My deep, deep thanks to the amazingly talented people who applied, it meant a huge amount to me that people of your calibre were interested in my thing.
Here’s who I picked: Continued
I’m drunk to announce that Gunpoint is in the Humble Indie Bundle 12! Best of all, you get it no matter what you pay. No! Best of all is what else you get if your generosity stretches to the princely sum of ten dollars:
What is not a game, this is just an alarming selection of stuff. And for the first time ever, there’s also a $65 special edition that comes with a load of physical goods like:
This has been in the works for a loooooooong time, and it’s only thanks to the hard work of the guys at Abstraction that we have Mac and Linux versions of Gunpoint to make us eligible to be in one. I’m particularly delighted to be in this one, with such extraordinary company (two BAFTA winners!), because the biggest upside for me is the sheer number of people who’ll hopefully get to try our game. And when Gunpoint is nowhere near the headliner, lots of those will be people who might never have tried it otherwise.
Just a quick update to say I am still going through the Heat Signature applications. Sorry it’s taking a while – if you didn’t see on Twitter, I got 81 applications for the artist position and 232 for composer. So I am endlessly listening to and re-listening to samples, rigging up makeshift dynamic music systems in-game to see what kind of things work, burying myself in reams of notes, and making impossible choices. Pretty soon I should be able to let applicants know individually where we’re at, and a while after that I’ll be able to announce a decision. The standard of submissions is amazing – the final game is going to be a thing of beauty.
Heat Signature will be playable at two different events next month, in the UK and the US!
I’ll be at both events to talk you through it and answer any questions with “I don’t know,” “No,” or “We’ll see.” I’ll also be doing some form of presentation at each, probably involving playing the game myself and explaining my plans.
Earlier this year I also made a game with artist and designer Liselore Goedhart, in which two players steer the tongues of anteaters and battle each other like disgusting slithery light-cycles as they compete for ants. That’s SimAntics: Realistic Anteater Simulator, and it will also be playable at Fantastic Arcade!
The game is now out on Mac and Linux!
The fine folks at Abstraction have finally got Gunpoint working well enough on OSX and Linux that we’re ready for you guys to give it a try and see what breaks.
If you already own Gunpoint, right-click it in your Steam list and go to Properties. Under the ‘Betas’ tab, choose ‘maclinuxbeta’ and ‘OK’. The game should update.
If you don’t already own the game but would like to help test it on Mac or Linux, add yourself to this mailing list: if I can, I’ll get some time-limited beta keys to let you guys in too.
Caution! The Mac and Linux versions are in beta, so I don’t recommend buying the game yet if that’s what you’ll be playing on!
To make sure everyone has the latest fixes, the beta is Steam-only. When they’re ready, the Mac and Linux versions will of course be available DRM-free for people who bought here or on the Humble Store. And buying it from anywhere at any time on any of these three platforms means you own it on all three.
Someone named Tomasz Waclawek is making a side-scrolling stealth game, with mouse-controlled jumping, set in office blocks with smashable windows, and which he himself describes as a “Gunpoint ripoff”. The game is called Ronin, and it’s time I did something about it. Specifically, it’s time I did a Let’s Play about it, because it’s really fucking cool. 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: [EXPIRED!] Continued