GUNPOINT

    A stealth puzzle game that lets you rewire its levels to trick people.

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Latest News

Release

Out now! $10!

Platform

Windows, Mac and Linux.

Problems?

Tell us about it! Literally do tell us about it, or nothing will happen.

Yes, You Can Monetise Videos You Make Of This Game

Here's the formal permission bit.

Trailers

Screenshots

Video Blogs

Other Projects

Here's a page about what else I'm working on and what else I've done.

Team

Design/Code/Words

Tom Francis

Character/Level Art

John Roberts

Background Art

Fabian van Dommelen

Mission Music

Ryan Ike

Title Music

John Robert Matz

Menu Music

Francisco Cerda

Theme

By Tom Francis. Uses Adaptive Images by Matt Wilcox.

An Update About Monetising Videos Of Gunpoint, And Testing

We now have a slightly staggering 5,500 people signed up to test Gunpoint, and I haven’t sent a build out for ages. This means I get more e-mail about it than I can respond to, so here’s a quick FAQ: Continued

Res Gestae

This is my face when coding resolution menus.

And this will probably be the last time I whine about how screen settings stuff is harder than relativity, because I think I’ve done it. Continued

Huh. That Looks Interesting

I’m hitting a few inconsistencies in where the game predicts your jump will go, and where it actually goes. “Through walls” and “Face-first into a wall” respectively. So to make sure the prediction algorithm was correctly guessing what pose the player would be in at each point on the arc, I made it show me. It looks like this!

I can’t really figure out a way to use this as the prediction visual that isn’t super intrusive and surreal, but I rather like it.

Gunpoint’s Release Date

I’m going to stop estimating it. I’m always wrong, as you’ll have noticed, and however much I forewarn you about that, I hate having to change the ETA again and again. It feels like I’m artificially creating a constant stream of bad news for you guys, about a project that’s going incredibly well, is fun to do, and that I’m making quickly and efficiently. Continued

A Snoop At Gunpoint’s Labs

Last week I added two new gadgets to Gunpoint and added test levels for eight of them, to give you a custom-built space to try them out and learn how they work. At the same time, coincidentally, John finished the level art for the labs of the company who make these things. I wanted them to have functional-but-trendy offices above ground, and straight up supervillain labs beneath. The stuff he’s actually produced is way cooler than I’d imagined. Click this for big: Continued

PRESS RELEASE

UNITED KINGDOM – April 1, 2012 – Intense creative re-focussing has led Gunpoint to be re-invented as a 3rd person cover shooter.

“We’re going to make a lot more money this way”, says morally bankrupt CEO.

(Full credit to our artist John Roberts for this startling change in direction)

(This was an April Fools)

Making Gunpoint’s Save System

Gunpoint’s current save system is rough, but functional if you know how to use it. The game autosaves every ten seconds, and when you die, a message pops up telling you to press L to load the latest one, O to load the one before, or R to start the mission completely. It’s just placeholder, but it’s close to what I want: you should never have to repeat a chunk of progress you’re happy with, only the bit you actually screwed up. Continued

Talk To Me, Be Talked At By Me, And Play Gunpoint At GDC

I’m giving a talk at GDC! It’s part of the Indie Soapbox Session at 16.30 on Tuesday, in Room 2003, West Hall, 2nd Floor. Ten of us will give five minute talks, and mine is called: Continued

Maybe I Should Just E-Mail You When Gunpoint Is Out

I drew up a more specific and honest to-do list at the weekend, and realised Gunpoint is going to be done later than July. I’ve also set up a mailing list called Just Tell Me When Gunpoint Is Out. If you sign up, you’ll get two e-mails now, to confirm it’s your address, and one when the game is released. Continued

Gunpoint Business Cards Render Quality Of Actual Game Irrelevant

I get to go to GDC for the first time this year, to cover it, give a talk, demo my game, and lose an award! I thought I might need some classy-ass business cards to give to all the classy-ass people I’m sure to meet there, so I did these via Moo.com. Details are on the back, on the same scene in Crosslink mode.

From what I understand of business, the quality of your card stock and matte laminate are the primary traits by which companies attract a mate, and beyond that your actual work has little bearing.

New Gunpoint Test Build Soon, Sign Up Here

Update: build sent out 15/02/12, thanks to everyone who signed up. You can still sign up to put yourself down for future test builds.

I’m almost ready to send out a new test version of Gunpoint to anyone who’s around and able to give me some brief feedback. There’s no selection process, just sign up on the mailing list here and you’ll get it in the next day or two:

The Gunpoint Testing Mailing List

Also, Gunpoint was just previewed on BoingBoing! Brian Easton played an early build and seemed to really dig it!

Solutions to puzzles can be as elegant or kludgy as you need them to be. That’s a lot of the appeal of Gunpoint; there’s rarely a single solution and you are free to do things your way.

Link.

You Can Now Vote For Gunpoint In The IGF

The category we’re a finalist for is Design, but all finalists are also nominated for the Audience award, which is decided by you suddenly very attractive people. If you’d like to help Gunpoint achieve ULTRO FANTASY DREAM, take a sec to vote for it here!

IGF Audience Award Voting Page

Remember, you’re free to vote for any game, unless it isn’t Gunpoint, in which case you are asked to ignore your own preference and throw us a pity vote. Look how small your character is on-screen! That makes us literally the little guy. Also I’m new at this lol *falls over*.

Eurogamer Gunpoint Preview

Chris Donlan has been playing Gunpoint, and gives it a lovely write up over at Eurogamer:

“The interface is uncluttered and intuitive – you just drag beams of light from the object you want to act as a trigger towards the object you want that trigger to activate – and the whole system’s bristling with opportunities, especially when you start to factor in enemy AI.”

Gamasutra Interview

I am interviewed on Gamasutra! Here is a question from that interview!

How did you come up with the concept?

I feel like a lot of games are designed on the assumption that the player is stupid: a tester doesn’t have the intended experience, so I guess we’ve gotta force him to look at that spaceship crash, lock him in the room until the enemies are dead.

I wanted to make a game with the idea that the player might be smarter than me. Let him think of solutions that never occurred to me in hours of playtesting, and give him the tools to be more creative than I was when I designed this level.

I don’t think that testers are being stupid, I think they’re being defiant. And they’re defiant because the game isn’t letting them be creative or smart or funny, it’s trying to make them have a packaged experience.

So the Crosslink gadget, which lets you rewire any of the electrical things in a level, is my way of giving you some of the designer’s power. It’s almost like a level editor: I restrict some things to make sure it’s a challenge to complete, then I let you design how you want the level to work to achieve your objective. You can be clever, efficient, complicated, funny or cruel.

True PC Gaming Interview

True PC Gaming interviewed me about a bunch of things – both development and general opinions. Here’s one!

What are your thoughts on how the PC gaming industry as a whole are dealing with the problem of intrusive DRM and piracy?

Big companies move slowly, particularly public ones who keep having to point to the past to justify their strategy. To anyone who’s been paying attention, it’s been obvious for a long time that the customer isn’t just king anymore – he’s God. He can do whatever the hell he likes. No-one has the technology to stop him from taking whatever he wants.

Developers that are quick to adapt have focused on making the player want to support them, rather than pissing him off with increasingly intrusive attempts to restrict his access. Slower companies are still trying to get back to a time when people were forced to pay for software, and however safe that might seem, plans that involve angering a God usually aren’t sustainable.

Link.

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