Hello! I'm Tom. I designed a game called Gunpoint about rewiring things and punching people, I'm on a weekly gaming podcast called The Crate & Crowbar, I wrote these two short stories in the Machine of Death collections, and I used to write articles like these for PC Gamer. I'm now prototyping two new games, Heat Signature and one about grappling hooks.
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The next thing I wanna let you do in Heat Signature is take the helm of an enemy ship and fly it yourself. But right now, things go very screwy if you’re on a ship as it accelerates. So I’m redoing all the relative velocity code to make sure the contents of a ship stay stable while it’s jerking around.
I was testing the new code just now, and headed for a small ship to dock with it. Continued
Updated! see bottom of post.
Heat Signature is a game about randomised space ships that you can sneak aboard. These ships have a randomly generated interior of connected rooms and corridors, and crew that patrol those rooms.
Right now, there’s no pathfinding: the crew roam randomly. At some point, though, you’ll be able to set off alarms or cause other disturbances that the crew should run to. So the problem is: how do find a route to that room? Specifically, how do they find the shortest route to that room? Continued
IndieCade East was lovely. It’s a convention in New York, held at the Museum of the Moving Image, consisting mostly of people giving talks about games or showing their games. For example, Zack Johnson talked to Margaret Robertson about the crazy 11-year history of his still actively developed web game Kingdom of Loathing: Continued
The way Heat Signature randomly generates its ships at the moment is very basic – I’m new to random generation, and I don’t polish or improve things until all the other systems are in.
Its process for the ship’s shapes is probably obvious from the video: 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
Thought I’d take a break from programming talk to get into game design, and how I approach it. I am aware my mug is ridiculous – it’s an old GTA III promo one.
I’m bad at shutting up once I get talking about this stuff, so I’ll also summarise the basic points in this post. Not all of this stuff is in the video and not all of the video is in this – good summary Tom. 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 has obviously been the best year of my life. When working on Gunpoint got tough towards the end, and the amount of sustained effort required exceeded my intrinsic determination, I made a guilty little list of all the things that releasing a game might improve about my life in the best-case scenario: Gunpoint motivation.txt. Nothing on it was anything like as good as the reality. Continued
I’m working on the grappling hook game again now, and I’ve got the rope wrapping nicely around things, going slack when it should, and even making sounds. In this video I show you how that looks, then – with fair warning – get into how the code works.
Sounds from freesound.org
Retract noise: eelke
Grapple impact noise: taylorsyoung
Here’s the first video of Heat Signature, a temperature-based space stealth game I’ve been making the last two days. It’s about sneaking up on ships while keeping your ship cool enough to fool their sensors.
So you can jet around an infinite galaxy super fast, but your thrusters generate heat, and enemies can detect that from far away. The closer you want to get to them, the cooler you have to stay, and the more precise you have to be with your thrusters. And to take them out, you have to physically clamp onto their hull and shut down their systems.
GHGC is still my main project, I’m just taking a break from the brutal process of learning Unity to make something quick in Game Maker, where I already speak the language. How far I take this depends on how the next few features work out.
I’ve finally found the right blend of Unity’s built-in physics and my own custom equations to make the rope in my grappling-hook-game prototype feel strong, reliable and satisfying to use. I also added a lamp post and made some things blue.
If you want to hear about future updates, I’ll always post them on my Twitter.
Yep, it’s got a grappling hook!
I have something in particular I want to do with grappling hooks that I’m not ready to talk about yet. But grappling hooking around is also part of a set of interactions that I hope are going to just feel really nice – to some extent this game would be about the pleasure of execution.
This is just a quick demo of how it’s working right now – shoddily, but well enough to give me an idea of how to refine it. I’m pretty pleased to have got this far in three days, despite still really struggling with some Unity stuff. Continued