<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Tom Francis</title>
	<atom:link href="http://www.pentadact.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.pentadact.com</link>
	<description>A games writer in the UK who also sometimes tries to make things.</description>
	<lastBuildDate>Tue, 08 May 2012 21:44:11 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.1.4</generator>
		<item>
		<title>Hey, You&#8217;re Not Chell</title>
		<link>http://www.pentadact.com/2012-05-08-hey-youre-not-chell/</link>
		<comments>http://www.pentadact.com/2012-05-08-hey-youre-not-chell/#comments</comments>
		<pubDate>Tue, 08 May 2012 21:44:11 +0000</pubDate>
		<dc:creator>Pentadact</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.pentadact.com/?p=4096</guid>
		<description><![CDATA[<p><a href="http://www.pentadact.com/wp-content/Portal-2-Testing-Initiative-Icon-Man.jpg"><img src="http://www.pentadact.com/wp-content/Portal-2-Testing-Initiative-Icon-Man-500x282.jpg" alt="" title="Portal 2 Testing Initiative Icon Man" width="500" height="282" class="aligncenter size-thumbnail wp-image-4097" /></a></p>
<p>Portal 2&#8242;s beautiful and fun level editor just came out, and already there are 1,787 player-built puzzles for it, and already the simple rating system has lifted some incredible ones to the top. My favourite is <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=68457918">Gate</a>: very focused, only a few elements, but genuinely baffling for just the right amount of time. And unlike a few of the other tricky ones I&#8217;ve tried, you have to &#8216;get it&#8217; to solve it, giving rise to the familiar &#8220;I&#8217;m a genius!&#8221; moment.</p>
<p><a href="http://www.pentadact.com/2012-05-08-hey-youre-not-chell/" class="more-link">Read more on Hey, You&#8217;re Not Chell&#8230;</a></p>
]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.pentadact.com/wp-content/Portal-2-Testing-Initiative-Icon-Man.jpg"><img src="http://www.pentadact.com/wp-content/Portal-2-Testing-Initiative-Icon-Man-500x282.jpg" alt="" title="Portal 2 Testing Initiative Icon Man" width="500" height="282" class="aligncenter size-thumbnail wp-image-4097" /></a></p>
<p>Portal 2&#8242;s beautiful and fun level editor just came out, and already there are 1,787 player-built puzzles for it, and already the simple rating system has lifted some incredible ones to the top. My favourite is <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=68457918">Gate</a>: very focused, only a few elements, but genuinely baffling for just the right amount of time. And unlike a few of the other tricky ones I&#8217;ve tried, you have to &#8216;get it&#8217; to solve it, giving rise to the familiar &#8220;I&#8217;m a genius!&#8221; moment.</p>
<p>Let PCG&#8217;s Chris Thursten <a href="http://www.pcgamer.com/2012/05/08/portal-2-perpetual-testing-initiative-hands-on/">talk you through how to make a needlessly complex level for it</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.pentadact.com/2012-05-08-hey-youre-not-chell/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>The &#8216;Tiny World&#8217; Game I Didn&#8217;t Make At The Weekend</title>
		<link>http://www.pentadact.com/2012-04-23-the-tiny-planet-game-i-didnt-make-at-the-weekend/</link>
		<comments>http://www.pentadact.com/2012-04-23-the-tiny-planet-game-i-didnt-make-at-the-weekend/#comments</comments>
		<pubDate>Mon, 23 Apr 2012 23:22:51 +0000</pubDate>
		<dc:creator>Pentadact</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Amateur Hour]]></category>
		<category><![CDATA[Ludum Dare]]></category>

		<guid isPermaLink="false">http://www.pentadact.com/?p=4075</guid>
		<description><![CDATA[<p>Another Ludum Dare, the competition to make a game in a weekend! Another weekend I can&#8217;t really do so! Instead, I worked on <a href="http://www.gunpointgame.com">Gunpoint</a>. But as before, I&#8217;ll tell you what game I would have made. The theme was Tiny World, and my game idea is called&#8230; Launch Craft.</p>
<p><a href="http://www.pentadact.com/2012-04-23-the-tiny-planet-game-i-didnt-make-at-the-weekend/" class="more-link">Read more on The &#8216;Tiny World&#8217; Game I Didn&#8217;t Make At The Weekend&#8230;</a></p>
]]></description>
			<content:encoded><![CDATA[<p>Another Ludum Dare, the competition to make a game in a weekend! Another weekend I can&#8217;t really do so! Instead, I worked on <a href="http://www.gunpointgame.com">Gunpoint</a>. But as before, I&#8217;ll tell you what game I would have made. The theme was Tiny World, and my game idea is called&#8230; Launch Craft.</p>
<p><a href="#"><img src="http://www.pentadact.com/wp-content/Launchcraft-1.png" alt="" title="Launchcraft-1" width="500" height="400" class="aligncenter size-full wp-image-4077" /></a></p>
<p>Top-down, space. You control a vast mothership, bigger than any sun, drifting through a dense system of planets and stars. Hovering your cursor over tiny planets scans them, and after a short delay, reports whether any of your people are captive there or not.</p>
<p>As you pass, the tiny planets launch even tinier capital ships at you, zapping at you with tiny weapons but doing no actual damage. You can destroy these with your giant main laser, but it&#8217;ll also obliterate any planet in its path, so you have to be a bit careful.</p>
<p>Once you&#8217;ve found a planet with some captives on it, you&#8217;ve got to wipe out all the capital ships, then you can right click on it to &#8220;Launch Craft&#8221;.</p>
<p>A tiny pixel of black leaves the body of your ship and flies towards the planet. When it gets there, cut to:</p>
<p><a href="#"><img src="http://www.pentadact.com/wp-content/Launchcraft-2.png" alt="" title="Launchcraft-2" width="500" height="400" class="aligncenter size-full wp-image-4078" /></a></p>
<p>Top down, globe view. You control a vast black disc of a ship as whole nations drift beneath you, their cities and roads sparkling orange at night. (It&#8217;s night because you attacked from the opposite side to the sun.) </p>
<p>The cities launch squadrons of fighter jets against you, which do a little damage to your craft if not destroyed with your main laser. Holding the cursor over a city scans it for captives. When you find some, and you&#8217;ve cleared the skies, you can right click on that city to &#8220;Launch Craft&#8221;. </p>
<p>A tiny pixel of black leaves the body of your ship and flies towards the city. When it gets there, cut to:</p>
<p><a href="#"><img src="http://www.pentadact.com/wp-content/Launchcraft-3.png" alt="" title="Launchcraft-3" width="500" height="400" class="aligncenter size-full wp-image-4079" /></a></p>
<p>Side-on, cityscape view. You control a large black dropship zooming above the rooftops. (The sunset&#8217;s orange because that&#8217;s the colour of the nearest star.)</p>
<p>Soldiers shoot homing missiles at you from their rooftops, which do significant damage if they hit. You can fry them with your main laser, and burn missiles out of the air, but the beam soon destroys any buildings behind. Hovering the cursor over a building slows your ship for a moment to scan it for captives. If you find some, and the soldiers are all dead, you can right click on it to &#8220;Launch Craft&#8221;.</p>
<p>A black missile shoots from your ship, slamming into the wall of the building. Cut to:</p>
<p><a href="#"><img src="http://www.pentadact.com/wp-content/Launchcraft-4.png" alt="" title="Launchcraft-4" width="500" height="400" class="aligncenter size-full wp-image-4080" /></a></p>
<p>Side-on, building cross-section. You control a small, flying, baby-squid-like alien, hovering through the building&#8217;s floors. (The building is purple. That is random.)</p>
<p>Security personnel fire automatic weapons at you, which kill if they hit. You can fry them with your brain laser, and burn holes through the floors of the building. </p>
<p>On one floor, you see the Captives: others of your species kept in glass jars for military experiments. Once you get to them, you have to destroy their tanks with your laser, then blast your way through the wall to get out. </p>
<p>If you die at any point up to here, we cut back to the previous stage and another craft is launched. If you die after this point, we cut back to the mothership and the captives on this planet are lost.</p>
<p>Assuming you get out, we cut to:</p>
<p><a href="#"><img src="http://www.pentadact.com/wp-content/Launchcraft-3a.png" alt="" title="Launchcraft-3a" width="500" height="400" class="aligncenter size-full wp-image-4081" /></a></p>
<p>Cityscape. The dropship picks you up from the building, but now the streets are crawling with soldiers. You have to shoot down incoming missiles from all directions while you lift off to the top of the screen. Cut to:</p>
<p><a href="http://www.pentadact.com/wp-content/Launchcraft-2a.png"><img src="http://www.pentadact.com/wp-content/Launchcraft-2a.png" alt="" title="Launchcraft-2a" width="500" height="400" class="aligncenter size-full wp-image-4082" /></a></p>
<p>Globe. Fighters have scrambled from all over the planet to intercept you, and their combined fire is lethal if you don&#8217;t cut their numbers down with your laser. As long as you survive, the disc of your ship grows larger and larger until it fills the screen and we cut to:</p>
<p><a href="http://www.pentadact.com/wp-content/Launchcraft-1a.png"><img src="http://www.pentadact.com/wp-content/Launchcraft-1a.png" alt="" title="Launchcraft-1a" width="500" height="400" class="aligncenter size-full wp-image-4083" /></a></p>
<p>Space. No sound but the quiet hum of the mothership. The planet launches more capital ships if you don&#8217;t destroy it, but they can&#8217;t scratch you. You drift on, scanning for more captives.</p>
<p>A bunch of people asked if they or someone else could make this &#8211; yes! I hereby waive all rights to this thing and chuck it into the public domain, anyone can do anything with it.</p>
<div align="center">
<p xmlns:dct="http://purl.org/dc/terms/" xmlns:vcard="http://www.w3.org/2001/vcard-rdf/3.0#"><a rel="license" href="http://creativecommons.org/publicdomain/zero/1.0/"><img src="http://i.creativecommons.org/p/zero/1.0/88x31.png" style="border-style: none;" alt="CC0" /></a><br />
<em>To the extent possible under law, <a rel="dct:publisher" href="http://www.pentadact.com"><span property="dct:title">Tom Francis</span></a> has waived all copyright and related or neighboring rights to <span property="dct:title">Launch Craft</span>. This work is published from: <span property="vcard:Country" datatype="dct:ISO3166" content="GB" about="http://www.pentadact.com">United Kingdom</span>.</em></p>
</div>
]]></content:encoded>
			<wfw:commentRss>http://www.pentadact.com/2012-04-23-the-tiny-planet-game-i-didnt-make-at-the-weekend/feed/</wfw:commentRss>
		<slash:comments>10</slash:comments>
		</item>
		<item>
		<title>Things I Can Safely Tell You About The Cabin In The Woods Before You See It</title>
		<link>http://www.pentadact.com/2012-04-22-things-i-can-safely-tell-you-about-the-cabin-in-the-woods-before-you-see-it/</link>
		<comments>http://www.pentadact.com/2012-04-22-things-i-can-safely-tell-you-about-the-cabin-in-the-woods-before-you-see-it/#comments</comments>
		<pubDate>Sun, 22 Apr 2012 21:05:47 +0000</pubDate>
		<dc:creator>Pentadact</dc:creator>
				<category><![CDATA[Films]]></category>

		<guid isPermaLink="false">http://www.pentadact.com/?p=4052</guid>
		<description><![CDATA[<p><a href="http://www.pentadact.com/wp-content/the-cabin-in-the-woods2.jpg"><img src="http://www.pentadact.com/wp-content/the-cabin-in-the-woods2-500x217.jpg" alt="" title="the-cabin-in-the-woods2" width="500" height="217" class="aligncenter size-medium wp-image-4058" /></a></p>
<ul>
<li>You should see it as soon as conveniently possible. It&#8217;s the best film I&#8217;ve seen in years.</li>
<li>Don&#8217;t read reviews. I&#8217;ve read a bunch that pointlessly pre-empt some fun stuff.</li>
<li>If you haven&#8217;t seen the trailer, don&#8217;t.</li>
</ul>
<p><a href="http://www.pentadact.com/2012-04-22-things-i-can-safely-tell-you-about-the-cabin-in-the-woods-before-you-see-it/" class="more-link">Read more on Things I Can Safely Tell You About The Cabin In The Woods Before You See It&#8230;</a></p>
]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.pentadact.com/wp-content/the-cabin-in-the-woods2.jpg"><img src="http://www.pentadact.com/wp-content/the-cabin-in-the-woods2-500x217.jpg" alt="" title="the-cabin-in-the-woods2" width="500" height="217" class="aligncenter size-medium wp-image-4058" /></a></p>
<ul>
<li>You should see it as soon as conveniently possible. It&#8217;s the best film I&#8217;ve seen in years.</li>
<li>Don&#8217;t read reviews. I&#8217;ve read a bunch that pointlessly pre-empt some fun stuff.</li>
<li>If you haven&#8217;t seen the trailer, don&#8217;t.</li>
<li>If you have seen the trailer, don&#8217;t worry. The apparent twist it shows is also made clear right from the start of the film, it&#8217;s not much of a spoiler.</li>
<li>Bradley Whitford (Josh from the West Wing) doing Whedonesque dialogue is something that should have happened sooner.</li>
<li>I still really like Fran Kranz (Toph from Dollhouse).</li>
<li>Seriously, it&#8217;s almost perfect.</li>
</ul>
<p>&nbsp;</p>
<div align="center">
<h5>Things You Should Only <a href="#" onclick="toggle_visibility('CabinSpoilers');return false;">Click To Reveal</a> If You&#8217;ve Already Seen It</h5>
</div>
<div id="CabinSpoilers" style="display: none;">
<font color="#ffffff">
<ul>
<li>Man.</li>
<li>I really enjoyed unravelling the rules of this fiction. That it&#8217;s a setup is obvious right away, but how much of it is real is trickier &#8211; the fact that the monsters are entirely real was a surprise.</li>
<li>Relatedly, I love that you can answer the central question (&#8220;Why are the organisers doing this?&#8221;) really early on from casual chatter, if you infer enough. I also like that it&#8217;s thoroughly and explicitly revealed by the end, and that the ending itself makes the stakes completely unambiguous.</li>
<li>It&#8217;s a really strange moment when the first victim is killed. It&#8217;s a schlocky, silly death, the kind we&#8217;d chuckle through in an actual horror film, but the fact that we were laughing along with the organiser&#8217;s grisly detachment from it all beforehand makes us feel complicit when we realise the consequences are real. A death that would be funny in a serious film becomes serious in a funny film.</li>
<li>The kids in Kyoto. So good.</li>
<li>The design of lots of the throwaway or glimpsed monsters was awesome. Loved the ballerina, obviously. The <a href="http://img.gawkerassets.com/img/17jseh1edp8izjpg/original.jpg">whiteboard is here</a>. I love Angry Molesting Tree.</li>
<li>I know it&#8217;s a dumb film to say &#8216;I predicted that!&#8217; about, but you do get the feeling the guy with the telescopic bong baseball bat couldn&#8217;t be dispensed with so soon. Rightly so.</li>
<li>I love how the best jokes are just straight horror lines, barely lampshaded. &#8220;Let&#8217;s split up&#8221; is funny, but &#8220;We&#8217;ll cover more ground&#8221; is hilarious.</li>
<li>Bradley Whitford&#8217;s merman thing was just a joy.</li>
<li>I&#8217;m really glad it was so ruthless with all its characters. At one point it looks like it&#8217;s mocking the &#8216;virgin and scholar&#8217; romance only to set up a &#8216;virgin and fool&#8217; one. Then it starts to look like all the pawns will die but maybe Amy Acker and her bodyguard crush will be the real survivor couple. But no. Ancient Gods. Everyone dies. Agonising pain. Perfect.</li>
<li>I said &#8216;almost perfect&#8217; above &#8211; the only thing it&#8217;s missing, for me, is a line after the second consecutive wave of unstoppable monsters arrives in the multiple elevators, from anyone on staff:
<p><em>&#8220;Why do we even have a button for this!?&#8221;</em></li>
</ul>
<p></font></div>
]]></content:encoded>
			<wfw:commentRss>http://www.pentadact.com/2012-04-22-things-i-can-safely-tell-you-about-the-cabin-in-the-woods-before-you-see-it/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Gunpoint&#8217;s Release Date</title>
		<link>http://www.pentadact.com/2012-04-21-release-dates/</link>
		<comments>http://www.pentadact.com/2012-04-21-release-dates/#comments</comments>
		<pubDate>Sat, 21 Apr 2012 11:52:51 +0000</pubDate>
		<dc:creator>Pentadact</dc:creator>
				<category><![CDATA[Gunpoint]]></category>

		<guid isPermaLink="false">http://www.pentadact.com/?p=4038</guid>
		<description><![CDATA[<p>I&#8217;m going to stop estimating it. I&#8217;m always wrong, as you&#8217;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&#8217;m artificially creating a constant stream of bad news for you guys, about a project that&#8217;s going incredibly well, is fun to do, and that I&#8217;m making quickly and efficiently.</p>
<p><a href="http://www.pentadact.com/2012-04-21-release-dates/" class="more-link">Read more on Gunpoint&#8217;s Release Date&#8230;</a></p>
]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m going to stop estimating it. I&#8217;m always wrong, as you&#8217;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&#8217;m artificially creating a constant stream of bad news for you guys, about a project that&#8217;s going incredibly well, is fun to do, and that I&#8217;m making quickly and efficiently.</p>
<p>This is even dumber than it sounds. The single biggest advantage of being completely indie is that you have no external influences dictating how and when the game gets made. Even you guys aren&#8217;t particularly pressuring me: whenever I do announce a delay, the comments are calm and wise: Fair enough / Take your time / Do it right.</p>
<p>But I don&#8217;t believe you. I work in fear of an imaginary community in my head, one that&#8217;s always on the verge of losing patience with me and interest in the game. </p>
<p><a href="#"><img src="http://www.pentadact.com/wp-content/Gunpoint-Lab-Dangle.jpg" alt="" title="Gunpoint Lab Dangle" width="500" height="193" class="aligncenter size-full wp-image-4041" /></a></p>
<p>I took a week off work recently to work on Gunpoint full time, working 6am to midnight most days, and getting a crazy amount done. But the first time something took longer than I&#8217;d scheduled for, I panicked. </p>
<p>It soured everything. I felt stressed, disillusioned about the virtue of what I was adding, and it got harder to focus. I started to get that feeling I sometimes had when I started on Gunpoint: &#8220;What if it turns out I&#8217;m just not smart enough to do this?&#8221; </p>
<p>The ETA was actually damaging the game, and that was the last straw for ETAs.</p>
<p>Estimating how long something will take to code is like estimating how long it&#8217;ll take to crack a combination padlock. If it&#8217;s the first code I try? No time at all. If it&#8217;s none of the first 999? It&#8217;s going to take a while. You don&#8217;t know how long unless you know which attempt will succeed, and if you knew that the problem would already be solved.</p>
<p>My only objectives are to make an exciting game, and make it efficiently &#8211; using testing feedback to focus on what it really needs, and re-evaluating what I&#8217;m working on, how long it&#8217;s taking, and whether it&#8217;s the best use of that time. I got that part down fairly early on, and it&#8217;s part of what makes Gunpoint fun to work on: I can see it rapidly getting better in both my own playtests and other people&#8217;s feedback. I&#8217;m just going to stop adding arbitrary pressures to that cycle.</p>
<p>Thanks to everyone who&#8217;s been so cool about it so far. I&#8217;ll still be blogging a lot about the process and progress here, and if you like, <a href="http://gunpointgame.us2.list-manage1.com/subscribe?u=332b53efcc5be9a48a5c44ea8&#038;id=54af0d32b7">I can just e-mail you when it&#8217;s out</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.pentadact.com/2012-04-21-release-dates/feed/</wfw:commentRss>
		<slash:comments>36</slash:comments>
		</item>
		<item>
		<title>A Snoop At Gunpoint&#8217;s Labs</title>
		<link>http://www.pentadact.com/2012-04-11-a-snoop-at-gunpoints-labs/</link>
		<comments>http://www.pentadact.com/2012-04-11-a-snoop-at-gunpoints-labs/#comments</comments>
		<pubDate>Wed, 11 Apr 2012 18:01:53 +0000</pubDate>
		<dc:creator>Pentadact</dc:creator>
				<category><![CDATA[Gunpoint]]></category>

		<guid isPermaLink="false">http://www.pentadact.com/?p=4008</guid>
		<description><![CDATA[<p>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&#8217;s actually produced is way cooler than I&#8217;d imagined. Click this for big:</p>
<p><a href="http://www.pentadact.com/2012-04-11-a-snoop-at-gunpoints-labs/" class="more-link">Read more on A Snoop At Gunpoint&#8217;s Labs&#8230;</a></p>
]]></description>
			<content:encoded><![CDATA[<p>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&#8217;s actually produced is way cooler than I&#8217;d imagined. Click this for big:</p>
<p><a href="http://www.pentadact.com/wp-content/Gunpoint-TX-Full.jpg"><img src="http://www.pentadact.com/wp-content/Gunpoint-TX-Slice.png" alt="" title="Gunpoint TX Slice" width="500" height="1042" class="aligncenter size-full wp-image-4009" /></a></p>
<p>There&#8217;s loads more to this tileset than shown here, too &#8211; you could make a massive level where each floor has its own colour motif, like some of the offices in Mirror&#8217;s Edge. I like any time the art for our game naturally makes me mention Mirror&#8217;s Edge. Long story short, I&#8217;m now trying to find excuses to set more levels in labs.</p>
<p>By the way, I&#8217;ve started properly updating <a href="http://www.facebook.com/GunpointGame">the Gunpoint Facebook page</a> the same way I do with the Twitter account, so follow whichever you prefer up in the top right if you want to keep tabs on it.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.pentadact.com/2012-04-11-a-snoop-at-gunpoints-labs/feed/</wfw:commentRss>
		<slash:comments>14</slash:comments>
		</item>
		<item>
		<title>PRESS RELEASE</title>
		<link>http://www.pentadact.com/2012-04-01-press-release/</link>
		<comments>http://www.pentadact.com/2012-04-01-press-release/#comments</comments>
		<pubDate>Sun, 01 Apr 2012 11:49:12 +0000</pubDate>
		<dc:creator>Pentadact</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gunpoint]]></category>

		<guid isPermaLink="false">http://www.pentadact.com/?p=4001</guid>
		<description><![CDATA[<p><strong>UNITED KINGDOM &#8211; April 1, 2012 -</strong> Intense creative re-focussing has led Gunpoint to be re-invented as a 3rd person cover shooter.</p>
<p><a href="http://www.pentadact.com/wp-content/Gunpoint-Third-Person.jpg"><img src="http://www.pentadact.com/wp-content/Gunpoint-Third-Person-500x281.jpg" alt="" title="Gunpoint Third Person" width="500" height="281" class="aligncenter size-medium wp-image-4002" /></a></p>
<p>&#8220;We&#8217;re going to make a lot more money this way&#8221;, says morally bankrupt CEO.</p>
<p><a href="http://www.pentadact.com/2012-04-01-press-release/" class="more-link">Read more on PRESS RELEASE&#8230;</a></p>
]]></description>
			<content:encoded><![CDATA[<p><strong>UNITED KINGDOM &#8211; April 1, 2012 -</strong> Intense creative re-focussing has led Gunpoint to be re-invented as a 3rd person cover shooter.</p>
<p><a href="http://www.pentadact.com/wp-content/Gunpoint-Third-Person.jpg"><img src="http://www.pentadact.com/wp-content/Gunpoint-Third-Person-500x281.jpg" alt="" title="Gunpoint Third Person" width="500" height="281" class="aligncenter size-medium wp-image-4002" /></a></p>
<p>&#8220;We&#8217;re going to make a lot more money this way&#8221;, says morally bankrupt CEO.</p>
<div align="center"><em>(Full credit to our artist <a href="https://twitter.com/#!/John_Arr/status/186395524914610177">John Roberts</a> for this startling change in direction)</p>
<p>(This was an April Fools)</em></div>
]]></content:encoded>
			<wfw:commentRss>http://www.pentadact.com/2012-04-01-press-release/feed/</wfw:commentRss>
		<slash:comments>26</slash:comments>
		</item>
		<item>
		<title>Proteus</title>
		<link>http://www.pentadact.com/2012-03-31-proteus/</link>
		<comments>http://www.pentadact.com/2012-03-31-proteus/#comments</comments>
		<pubDate>Sat, 31 Mar 2012 08:02:16 +0000</pubDate>
		<dc:creator>Pentadact</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.pentadact.com/?p=3992</guid>
		<description><![CDATA[<p><a href="http://www.pcgamer.com/2012/03/30/proteus-the-best-song-ive-ever-played/"><img src="http://www.pentadact.com/wp-content/Proteus-06-500x312.jpg" alt="" title="Proteus-06" width="500" height="312" class="aligncenter size-medium wp-image-3993" /></p>
<div align="center">&#8220;I was fairly sure I wouldn’t like it, because the screenshots don’t look all that inviting. But it turns out that all of Proteus’s magic happens in the three things a screenshot is missing: motion, music, and interaction.&#8221;</div>
<p></a></p>
<p><a href="http://www.pentadact.com/2012-03-31-proteus/" class="more-link">Read more on Proteus&#8230;</a></p>
]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.pcgamer.com/2012/03/30/proteus-the-best-song-ive-ever-played/"><img src="http://www.pentadact.com/wp-content/Proteus-06-500x312.jpg" alt="" title="Proteus-06" width="500" height="312" class="aligncenter size-medium wp-image-3993" /></p>
<div align="center">&#8220;I was fairly sure I wouldn’t like it, because the screenshots don’t look all that inviting. But it turns out that all of Proteus’s magic happens in the three things a screenshot is missing: motion, music, and interaction.&#8221;</a></div>
<p>Played Proteus yesterday, then again last night, and finished it. An extraordinary experience. It&#8217;s half game and half song, and the feeling of crafting music through the way you explore a shifting and beautiful world is wonderful, totally unlike anything else I&#8217;ve played.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.pentadact.com/2012-03-31-proteus/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Making Gunpoint&#8217;s Save System</title>
		<link>http://www.pentadact.com/2012-03-22-gunpoints-save-system/</link>
		<comments>http://www.pentadact.com/2012-03-22-gunpoints-save-system/#comments</comments>
		<pubDate>Thu, 22 Mar 2012 20:44:42 +0000</pubDate>
		<dc:creator>Pentadact</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gunpoint]]></category>
		<category><![CDATA[Gunpoint Development]]></category>

		<guid isPermaLink="false">http://www.pentadact.com/?p=3975</guid>
		<description><![CDATA[<p>Gunpoint&#8217;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&#8217;s just placeholder, but it&#8217;s close to what I want: you should never have to repeat a chunk of progress you&#8217;re happy with, only the bit you actually screwed up.</p>
<p><a href="http://www.pentadact.com/2012-03-22-gunpoints-save-system/" class="more-link">Read more on Making Gunpoint&#8217;s Save System&#8230;</a></p>
]]></description>
			<content:encoded><![CDATA[<p>Gunpoint&#8217;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&#8217;s just placeholder, but it&#8217;s close to what I want: you should never have to repeat a chunk of progress you&#8217;re happy with, only the bit you actually screwed up.</p>
<p>But watching people play at GDC revealed a weird problem. Many people would get a long way through the level, die, and restart it completely. If they want to do that it&#8217;s fine, of course, but some of them seemed pretty frustrated. I&#8217;d tell them, &#8220;You can just press L and it&#8217;ll put you back much closer to where you were,&#8221; and they&#8217;d say &#8220;Ah!&#8221; and use that from then on.</p>
<p><a href="http://www.pentadact.com/wp-content/Old-Message.jpg"><img src="http://www.pentadact.com/wp-content/Old-Message-500x238.jpg" alt="" title="Old Message" width="500" height="238" class="aligncenter size-medium wp-image-3981" /></a></p>
<p>Obtuse hotkeys are not how the final system will work, of course, but here&#8217;s why it&#8217;s weird: the message that tells you to press L to load the last autosave is the same one that tells you to press R to restart. If these players hadn&#8217;t seen that, how did they know to press R to restart the level?</p>
<p>I discovered they knew the key, they just didn&#8217;t know what it would do. Last save? When was that? I&#8217;m not gonna hit a button that might take me back three levels.</p>
<p>I could have an on-screen notification every time it saves &#8211; maybe a big sign that says &#8220;Saving content &#8211; please don&#8217;t turn off your PC, because apparently there&#8217;s some kind of epidemic of people randomly doing that in the middle of a game.&#8221; Much as I love patronising bullshit, Gunpoint saves a <em>lot</em> &#8211; any notification would be a constant distraction.</p>
<p>I already knew what I wanted, I just hadn&#8217;t built it yet: a small menu showing the last few autosaves and how old they are:</p>
<p><a href="http://www.pentadact.com/wp-content/5-and-10.jpg"><img src="http://www.pentadact.com/wp-content/5-and-10.jpg" alt="" title="5 and 10" width="377" height="140" class="aligncenter size-full wp-image-3986" /></a></p>
<p>I wanted that just because it&#8217;s nice, but the GDC problem made it an actual priority. Hurray!</p>
<p>It gets tricky when you think about where to store that data. If you store it as a variable in-game, then how does the game know which one is the most recent when you start it up again? It won&#8217;t have that data until it loads one of the autosaves, and each of them thought they were the latest one when they saved.</p>
<p>I tried messing around with renaming savegames so the latest one always had the same name, but it got awkward fast. So did the times themselves. Even seemingly simple systems get complicated to think about and test when you&#8217;re dealing with savegames, because loading a savegame is essentially time travel. You&#8217;re going back in time, then creating a new parallel timeline from there.</p>
<p>I was handling it, keeping it all straight in my head, until this happened:</p>
<p><a href="http://www.pentadact.com/wp-content/47-Seconds.jpg"><img src="http://www.pentadact.com/wp-content/47-Seconds.jpg" alt="" title="-47 Seconds" width="467" height="200" class="aligncenter size-full wp-image-3982" /></a></p>
<p>Minus what. What.</p>
<p>I had a savegame created 47 seconds in the future. I tried loading it. It was the past &#8211; about 15 seconds in the past. And now it claimed the last two autosaves were made at the same time.</p>
<p>I ended up drawing a pen and paper diagram that started to look like the plot of Primer in an attempt to understand how repeated and overlapping backward time travel could create a paradox like this. </p>
<p><a href="http://www.pentadact.com/wp-content/IMG_0513.jpg"><img src="http://www.pentadact.com/wp-content/IMG_0513-500x480.jpg" alt="" title="IMG_0513" width="500" height="480" class="aligncenter size-medium wp-image-3979" /></a></p>
<p>It couldn&#8217;t.</p>
<p>Sure enough, I eventually found a bug in Game Maker&#8217;s time-keeping code that causes the number of seconds since the game started to occasionally reset. I made my own clock, but that behaved strangely for savegames too. It&#8217;s just super hard to keep track of time when the player is time-travelling, and the filenames he&#8217;s creating and loading can mean different things in different contexts.</p>
<p>The system I settled on picks a new filename for each successive save, so it&#8217;s easy for both the code and me to see which one is newest at any given time. And if it has trouble figuring out the save times, it can just look at the numbers &#8211; if the save interval is 10 seconds and this one&#8217;s 2 saves ago, it&#8217;s 20 seconds plus the time since the last autosave.</p>
<p>The last change it needed was one I didn&#8217;t expect to have to make. I&#8217;d had this great idea, throughout all these systems, to avoid Groundhog Death: the problem where an autosave happens just before you die, so when you load it you instantly re-die. It&#8217;s less of a problem with multiple autosaves anyway, but I thought I had a clever way to avoid it completely. </p>
<p>The game would save every 5 seconds, but assume the most recent save was &#8216;bad&#8217;. Only once the player has survived more than five seconds since the last autosave does it become a valid one to load. So with a 10 second save interval, the latest autosave will still be 10-15 seconds ago, but it&#8217;s guaranteed to be at least 5 seconds before you died.</p>
<p><a href="http://www.pentadact.com/wp-content/Reliable-Saves.jpg"><img src="http://www.pentadact.com/wp-content/Reliable-Saves.jpg" alt="" title="Reliable Saves" width="395" height="157" class="aligncenter size-full wp-image-3984" /></a></p>
<p>Once the rest of the issues were ironed out, I discovered this system sucks. It&#8217;s possible, and actually pretty common, to load a point in your game when you <em>did</em> survive beyond five seconds, but you didn&#8217;t this time. Maybe you had a guy at gunpoint, or were in the middle of a tense situation, and when it loads you&#8217;re disoriented and screw it up.</p>
<p>My instinct as a gamer is not to think &#8220;This save sucks, take me further back!&#8221; It&#8217;s &#8220;Let&#8217;s go again, I can do this!&#8221; But now that we&#8217;ve time-travelled, that savegame is the latest one. And the latest one is always left off the load menu to be sure it&#8217;s not gonna screw you.</p>
<p>Instead, you feel <em>extremely</em> screwed. You <em>deleted</em> my savegame? The one I just loaded? I get <em>one</em> chance at this, with no knowledge of what I&#8217;m getting into, and then you take it away? Fuck you, Tom Francis. You are a shitty, shitty designer.</p>
<p>So I backed out of that: now you can load any save you like, and I give you three just to make sure you&#8217;re not screwed in all of them. You can even hammer the &#8217;1&#8242; key to repeatedly retry the same tricky situation if you want to. </p>
<p>Saves are tiny, take no time to create, and load instantly too. I&#8217;ve noticed that Gunpoint&#8217;s incredibly sudden, sometimes shocking deaths are often a positive thing &#8211; a lot of players at GDC would laugh when they got shot. So I never want that buzz to be dampened by the pain of having to repeat stuff you don&#8217;t want to, or being screwed by the save system.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.pentadact.com/2012-03-22-gunpoints-save-system/feed/</wfw:commentRss>
		<slash:comments>27</slash:comments>
		</item>
		<item>
		<title>GDC Talk: How To Explain Your Game To An Asshole</title>
		<link>http://www.pentadact.com/2012-03-17-gdc-talk-how-to-explain-your-game-to-an-asshole/</link>
		<comments>http://www.pentadact.com/2012-03-17-gdc-talk-how-to-explain-your-game-to-an-asshole/#comments</comments>
		<pubDate>Sat, 17 Mar 2012 11:32:28 +0000</pubDate>
		<dc:creator>Pentadact</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Personal]]></category>

		<guid isPermaLink="false">http://www.pentadact.com/?p=3944</guid>
		<description><![CDATA[<p>I never went to the Game Developer&#8217;s Conference as a journalist, but this year I took a week off and flew out to San Francisco on my own dollar to attend it as a developer. I was mainly there to demo Gunpoint for the expo crowds at the IGF Finalists Pavilion, but I was also invited to give a five-minute talk as part of the closing talk of the Independent Games Summit: the Indie Soapbox Session. </p>
<p><a href="http://www.pentadact.com/2012-03-17-gdc-talk-how-to-explain-your-game-to-an-asshole/" class="more-link">Read more on GDC Talk: How To Explain Your Game To An Asshole&#8230;</a></p>
]]></description>
			<content:encoded><![CDATA[<p>I never went to the Game Developer&#8217;s Conference as a journalist, but this year I took a week off and flew out to San Francisco on my own dollar to attend it as a developer. I was mainly there to demo Gunpoint for the expo crowds at the IGF Finalists Pavilion, but I was also invited to give a five-minute talk as part of the closing talk of the Independent Games Summit: the Indie Soapbox Session. </p>
<p>It&#8217;s a rapid fire sequence of ten indie devs giving quick talks about what&#8217;s getting them fired up at the moment &#8211; rants, new ideas or advocacy. I was honoured to be asked, then completely terrified when I saw the room I&#8217;d be speaking to, then totally calm milling around on stage beforehand, then debilitatingly nervous when I actually had to speak.</p>
<p>The GDC photographer also managed to capture three extraordinary and bizarre pictures of me on stage.</p>
<p><a href="http://www.pentadact.com/wp-content/GDC-Talk1.jpg"><img src="http://www.pentadact.com/wp-content/GDC-Talk1-500x232.jpg" alt="" title="GDC Talk" width="500" height="232" class="aligncenter size-medium wp-image-3963" /></a></p>
<p>I&#8217;m told it went well, by several nice people who ran into me later in the week, and a few others have asked for the slides. I can actually do one better than that &#8211; correctly predicting that I&#8217;d be unable to form sentences on stage, I wrote my notes for the talk as a full script. Here it is, updated slightly to reflect what I think I actually said, and with a few notes on context and how people reacted.</p>
<div align="center">-</div>
<p>My day job is to write about games, but I&#8217;m also making one in my spare time called Gunpoint. It&#8217;s in the IGF, actually, so I feel good about that now.</p>
<div align="center"><em>(The act I had to follow was the creator of Solipskier explaining that &#8220;Nobody gives a shit about the IGF&#8221;.)</em></div>
<p>It&#8217;s my first game, and it&#8217;s not finished yet, so I don&#8217;t feel qualified to lecture anyone about development.</p>
<p>I want to talk instead about explaining games. It&#8217;s easy to screw that up when it&#8217;s a game you&#8217;re close to, but it&#8217;s also really important to get right if you want anyone else to play it. And I had a headstart with this, because I&#8217;ve been explaining other people&#8217;s games for eight years.</p>
<p><a href="http://www.pentadact.com/wp-content/Asshole-Slide-0.png"><img src="http://www.pentadact.com/wp-content/Asshole-Slide-0-500x283.png" alt="" title="Asshole Slide 0" width="500" height="283" class="aligncenter size-medium wp-image-3961" /></a></p>
<p>When you&#8217;re trying to describe your game &#8211; for its website, in an interview, or in a trailer &#8211; you can&#8217;t assume the reader is a reasonable, interested, intelligent human being. Because in the worst case scenario, your reader might be me. And I&#8217;m an asshole.</p>
<p><a href="http://www.pentadact.com/wp-content/Asshole-Slide-1.png"><img src="http://www.pentadact.com/wp-content/Asshole-Slide-1-500x283.png" alt="" title="Asshole Slide 1" width="500" height="283" class="aligncenter size-medium wp-image-3953" /></a></p>
<div align="center"><em>(I wasn&#8217;t sure if people would notice the slide change here, it was funny to hear a delayed laugh in a few parts of the audience)</em></div>
<p>The current methods of explaining games don&#8217;t work for assholes, and I&#8217;ll explain why. Then I want to show you how I&#8217;ve used my first hand experience of being an asshole to explain games in a way that even an asshole can understand.</p>
<p><strong>The first bad way to explain your game is to not explain it at all.</strong> People often put out some raw footage or a screenshot and let it speak for itself.</p>
<p>The trouble is that doesn&#8217;t. It probably speaks for itself if you know what it says, but you have no way of imagining how little sense it makes to other people. Sometimes we can&#8217;t even tell which <em>thing</em> you&#8217;re controlling.</p>
<p>&nbsp;<br />
<strong>Mistake number two is thinking that to explain your game, you should explain your artistic intent.</strong></p>
<p>So you might describe it as &#8220;a game about loss.&#8221;</p>
<p>OK, but what the fuck does that <em>mean?</em> For all I know Off-Road Velociraptor Safari might be about loss. I think Minotaur in a China Shop actually is.</p>
<div align="center"><em>(<a href="http://www.matthewwegner.com/about/">Matthew Wegner</a>, from Flashbang, is the one who invited me to speak. Flashbang made both these games)</em></div>
<p>But your message, your theme, and your artistic intent don&#8217;t tell me anything about how I play the game or what I can do in it that&#8217;s interesting or different.</p>
<p>&nbsp;<br />
<strong>Mistake number three is thinking that explaining your story explains your game.</strong> &#8220;The people of Darksun are under threat from the elder Gods&#8230;&#8221;</p>
<p>If you ever catch yourself writing something like that as an explanation of your game, just stop and delete it. No-one gives a shit about the people of Darksun except the person who made up the word &#8216;Darksun&#8217;. And in this case, he doesn&#8217;t either.</p>
<p>I&#8217;m sure your story&#8217;s good, and I&#8217;m sure it&#8217;s important to your game, but it&#8217;s not going to be good in ten words. And if you write any more than ten words, no-one&#8217;s going to read it.</p>
<div align="center"><em>(I heard some people bristle at this)</em></div>
<p>&nbsp;<br />
<strong>Mistake number four:</strong> stating that your game is good, as if this will persuade us that it is.</p>
<p>No-one has ever read a developer describing their game as &#8220;innovative&#8221; and thought &#8220;Wow, that sounds innovative.&#8221;</p>
<p>We have read developers describing their game as innovative and thought, “Wow, he sounds like a tool.”</p>
<p><a href="http://www.pentadact.com/wp-content/Asshole-Slide-5.png"><img src="http://www.pentadact.com/wp-content/Asshole-Slide-5-500x283.png" alt="" title="Asshole Slide 5" width="500" height="283" class="aligncenter size-medium wp-image-3952" /></a></p>
<p>Those are the ways that don&#8217;t work. So how do you explain something nuanced and cool to an impatient asshole like me?</p>
<p>You have to get to the point, incredibly quickly, in plain and simple language.</p>
<p>In fact, you have to get to four points, in about three sentences, or we just stop reading.</p>
<p>&nbsp;<br />
<strong>Point number one is to tell us what type of game it is.</strong></p>
<p>You don&#8217;t have to stick to traditional genres, but try to use a word that reflects what you actually do in the game. Maybe it&#8217;s not a platformer, but it&#8217;s a &#8220;2D exploration game.&#8221;</p>
<p>&nbsp;<br />
<strong>Point number two, before you even finish your first sentence, is to tell us the coolest unique thing about it.</strong></p>
<p>And you can summarise <em>drastically</em>. We don&#8217;t need to know <em>how</em> it works, but we want to know why it&#8217;s cool.</p>
<p>The main mechanic in my game is hard to explain in eight words, but if I say &#8220;you can rewire its levels to trick people,&#8221; you get an idea.</p>
<p>&nbsp;<br />
<strong>Point number three is to give us some context</strong>: who am I, where am I, what am I trying to do?</p>
<p>The plot will never sound good in ten words, but the fantasy might. You&#8217;re a spy? You&#8217;re a god? You&#8217;re saving kittens? You&#8217;re a kitten-god saving spies? All those things are cool.</p>
<p>&nbsp;<br />
By that point we should have an overview, but it might be a bit dry. <strong>So point number four is to give us an example of how it plays.</strong></p>
<p>Describe a moment the player can experience that&#8217;s typical of the game, and illustrates the best of what you&#8217;ve just told us.</p>
<p>If you say it&#8217;s a game about possessing your enemies, I&#8217;m interested. But if you tell me I can possess an enemy, throw him into a friend, and knock them both into a landmine before I switch back to my own body and watch them blow up&#8230; at that point I&#8217;m throwing money at the screen.</p>
<p><a href="http://www.pentadact.com/wp-content/Asshole-Slide-9.png"><img src="http://www.pentadact.com/wp-content/Asshole-Slide-9-500x283.png" alt="" title="Asshole Slide 9" width="500" height="283" class="aligncenter size-medium wp-image-3948" /></a></p>
<p>If you can do that, you&#8217;re done. </p>
<p>And when you read it back to yourself, it doesn&#8217;t actually sound like it was written for an asshole. It just sounds like it was written with a respect for the reader&#8217;s attention.</p>
<p>And the truth is that most of your readers <em>aren&#8217;t</em> assholes like me, they&#8217;re intelligent, reasonable people. But reasonable people still respond better to writing that values their time, and doesn&#8217;t waste it to gratify the writer&#8217;s pretensions.</p>
<p>This isn&#8217;t really about indie versus mainstream, or arthouse versus commercial. It&#8217;s just about communicating efficiently enough that everyone who <em>would</em> like your game ends up playing it. I think it&#8217;s a shame when that doesn&#8217;t happen.</p>
<p>Thanks!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.pentadact.com/2012-03-17-gdc-talk-how-to-explain-your-game-to-an-asshole/feed/</wfw:commentRss>
		<slash:comments>33</slash:comments>
		</item>
		<item>
		<title>Talk To Me, Be Talked At By Me, And Play Gunpoint At GDC</title>
		<link>http://www.pentadact.com/2012-03-02-talk-to-me-be-talked-at-by-me-and-play-gunpoint-at-gdc/</link>
		<comments>http://www.pentadact.com/2012-03-02-talk-to-me-be-talked-at-by-me-and-play-gunpoint-at-gdc/#comments</comments>
		<pubDate>Fri, 02 Mar 2012 20:23:30 +0000</pubDate>
		<dc:creator>Pentadact</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gunpoint]]></category>

		<guid isPermaLink="false">http://www.pentadact.com/?p=3924</guid>
		<description><![CDATA[<p>I&#8217;m giving a talk at GDC! It&#8217;s part of the <a href="http://schedule.gdconf.com/session/13473270/The_Indie_Soapbox_Session">Indie Soapbox Session</a> at <strong>16.30 on Tuesday</strong>, in Room 2003, West Hall, 2nd Floor. Ten of us will give five minute talks, and mine is called: </p>
<p><a href="http://www.pentadact.com/2012-03-02-talk-to-me-be-talked-at-by-me-and-play-gunpoint-at-gdc/" class="more-link">Read more on Talk To Me, Be Talked At By Me, And Play Gunpoint At GDC&#8230;</a></p>
]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m giving a talk at GDC! It&#8217;s part of the <a href="http://schedule.gdconf.com/session/13473270/The_Indie_Soapbox_Session">Indie Soapbox Session</a> at <strong>16.30 on Tuesday</strong>, in Room 2003, West Hall, 2nd Floor. Ten of us will give five minute talks, and mine is called: </p>
<div align="center">
<h5>How To Explain Your Game To An Asshole</h5>
</div>
<p>It&#8217;s aimed at anyone who makes or writes about games they need to explain.</p>
<p>Also, you can play Gunpoint at GDC! All the IGF finalists are playable in the IGF Pavilion on the main show floor, Wednesday to Friday. You can play Gunpoint there any time during show hours, and if you&#8217;d like me to talk you through it or ask me anything, these are the best times:</p>
<h5>Wednesday: &nbsp; 10:00-11:00 &nbsp; 12:00-14:00 &nbsp; 15:00-17:00<br />
Thursday: &nbsp; 10:00-11:00 &nbsp; 14:00-16:00 &nbsp; 17:00-18:00<br />
Friday: &nbsp; 12:00-14:00</h5>
<p>If you see me around anywhere, say hello! I look like this:</p>
<p><a href="#"><img src="http://www.pentadact.com/wp-content/TomGDC.jpg" alt="" title="TomGDC" width="300" height="258" class="aligncenter size-full wp-image-3941" /></a></p>
<p>I&#8217;ve been prepping frantically, and now that I&#8217;m almost ready, I have time to think about what&#8217;s about to happen. I can&#8217;t believe you can just half-make a game for nothing, in your spare time, and end up on stage with your heroes. The talk I&#8217;m giving, I&#8217;m alongside Raigan Burns who co-created N. The Gunpoint kiosk I&#8217;m staffing, I&#8217;ll be next to Terry Cavanagh and Mode 7. The award I&#8217;m up for, I&#8217;m against Spelunky, the game that inspired me to make games. </p>
<p>I feel like I skipped about ten years of hard work, failure and frustration and got straight to the bit where all your dreams suddenly happen at once. Six years of analysis and a few strokes of luck have done something freakish to this trajectory, and it feels incredible. Thanks, everyone. I&#8217;ll try to make this good.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.pentadact.com/2012-03-02-talk-to-me-be-talked-at-by-me-and-play-gunpoint-at-gdc/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Maybe I Should Just E-Mail You When Gunpoint Is Out</title>
		<link>http://www.pentadact.com/2012-03-01-maybe-i-should-just-e-mail-you-when-gunpoint-is-out/</link>
		<comments>http://www.pentadact.com/2012-03-01-maybe-i-should-just-e-mail-you-when-gunpoint-is-out/#comments</comments>
		<pubDate>Thu, 01 Mar 2012 23:16:21 +0000</pubDate>
		<dc:creator>Pentadact</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gunpoint]]></category>

		<guid isPermaLink="false">http://www.pentadact.com/?p=3911</guid>
		<description><![CDATA[<p>I drew up a more specific and honest to-do list at the weekend, and realised Gunpoint is going to be done <strong>later than July</strong>. I&#8217;ve also set up a mailing list called <a href="http://eepurl.com/jm1Zn">Just Tell Me When Gunpoint Is Out</a>. If you sign up, you&#8217;ll get two e-mails now, to confirm it&#8217;s your address, and <strong>one when the game is released</strong>. </p>
<p><a href="http://www.pentadact.com/2012-03-01-maybe-i-should-just-e-mail-you-when-gunpoint-is-out/" class="more-link">Read more on Maybe I Should Just E-Mail You When Gunpoint Is Out&#8230;</a></p>
]]></description>
			<content:encoded><![CDATA[<p>I drew up a more specific and honest to-do list at the weekend, and realised Gunpoint is going to be done <strong>later than July</strong>. I&#8217;ve also set up a mailing list called <a href="http://eepurl.com/jm1Zn">Just Tell Me When Gunpoint Is Out</a>. If you sign up, you&#8217;ll get two e-mails now, to confirm it&#8217;s your address, and <strong>one when the game is released</strong>. </p>
<p>Thanks to all who suggested this, I haven&#8217;t seen many games do it without wanting to spam you in the meantime, but it&#8217;s a great idea for both of us.</p>
<p>Here&#8217;s an incredibly misleading shot of a story sequence I got working last weekend:</p>
<p><a href="#"><img src="http://www.pentadact.com/wp-content/Gunpoint-The-Man-In-The-Coat.jpg" alt="" title="Gunpoint - The Man In The Coat" width="500" height="174" class="aligncenter size-full wp-image-3919" /></a></p>
<p>At this point, you might wonder why I even bother to guess when Gunpoint will be done. Plenty of developers have a &#8220;When it&#8217;s done&#8221; policy, which always makes me want to say &#8220;I know, I was asking when <em>that</em> will be.&#8221; </p>
<p>What they really mean, of course, is &#8220;We have no idea when it will be done,&#8221; a position I have a newfound sympathy for. But it&#8217;s still annoying. It still feels like secrecy. You&#8217;re the developer! You must know more than we do about when it&#8217;s likely to be. We&#8217;re not asking for a contract, we just want an idea.</p>
<p>For Gunpoint, I can give you an idea! I can even tell you what&#8217;s left to do, how long I think it&#8217;ll take, and how much free time I have to do it in. Between now and the start of August, I have about 38 free days &#8211; i.e. most weekends. And if this to-do list is comprehensive, I have about 39 days work left to do on Gunpoint. </p>
<p>This calculation assumes I&#8217;ll get nothing done in the evenings, that nothing will run massively over or under its estimated time, that I&#8217;ll be free every weekend and that there&#8217;ll be no business stuff to take care of. None of these things are true, but they might all cancel each other out.</p>
<h5>Scripted sequence test &#8211; done</h5>
<p>Made a scripted scene last weekend, and it looks great. These are no harder than I thought they&#8217;d be, so the other few should be relatively smooth sailing.</p>
<h5>Rating system &#8211; 1 day</h5>
<p>Giving you feedback on impressive aspects of your performance on a mission. I have a sense this is going to add a lot, so it&#8217;s high priority.</p>
<h5>Laptop data &#8211; 1 day</h5>
<p>How you read the data you steal from laptops, which are optional objectives in each mission.</p>
<h5>Dynamic music working &#8211; 1 day</h5>
<p>I have Ryan Ike&#8217;s multi-layered music mostly working, but it vanishes if you load a savegame and it doesn&#8217;t support a few more tricks we want to try. It needs a proper system.</p>
<h5>Actual script &#8211; GDC Plane Journey</h5>
<p>Yes, I&#8217;m going to write the whole game on the plane. It&#8217;ll be fine.</p>
<h5>New gadgets and devices &#8211; 2 days</h5>
<p>This probably sounds like feature bloat, but some really strong patterns are emerging in feedback. One gadget people find almost completely useless, and I have an easy idea to redesign that. And another idea I can easily add will build on your ability to manipulate guards, which is one of the most common key positives people list. A couple of simple new devices (crosslinkable electronics) are needed to support more puzzle ideas, which&#8217;ll help with the next step.</p>
<h5>Gadget Tutorials &#8211; 2 days</h5>
<p>It&#8217;s really hard to train a gadget without knowing what level the player will be playing after they first buy it. I have a dynamic prioritised system in there that queues up all the info you don&#8217;t have yet and trains it at the earliest chance. It&#8217;s not working. Everyone&#8217;s still baffled. So I&#8217;m gonna make little controlled test environments for you to try a new gadget before you take it into the field, if you want to.</p>
<h5>Make worst levels good &#8211; 4 days</h5>
<p>Man I really hate some of the levels right now. Not worth redesigning them until I&#8217;m a) less burnt out on level design, and b) have these new elements in.</p>
<h5>[Classified] &#8211; 4 days</h5>
<p>An idea I won&#8217;t talk about yet, because I&#8217;ll cut it if it doesn&#8217;t work or is going to take too long. It&#8217;s targeted very specifically at people finding the game too short or too easy.</p>
<h5>Final art integration &#8211; 4 days</h5>
<p>There are still a few more tile sets, animations and backgrounds to come from John and Fabian &#8211; putting those in takes time, and that&#8217;s something I&#8217;ve failed to account for in the past.</p>
<h5>Scripted sequences &#8211; 2 days</h5>
<p>Only two or three of these to do, and I know how to do them now.</p>
<h5>Conversation and shop interface tweaks &#8211; 2 days</h5>
<p>I&#8217;d like to make all the menus look better and make conversations feel nicer to navigate. It&#8217;s all a bit amateur hour right now.</p>
<h5>Guard dialogue &#8211; 2 days</h5>
<p>I want guards to have speech bubbles to articulate what they&#8217;re doing sometimes, particularly when a gunshot goes off. If one of them fired it, the police aren&#8217;t summoned &#8211; there&#8217;s a reason for that and I want it to be clear. There&#8217;s also a lot of fun to be had with this in less critical situations, so if it&#8217;s easy, I will.</p>
<h5>Esc menu &#8211; 2 days</h5>
<p>Mostly a basic options menu, but I also want a plot recap on there and will need to figure out how the mission skip option works.</p>
<h5>More sounds &#8211; 1 day</h5>
<p>So much more to do here, and it&#8217;s going to add so much to the feel of the game. Luckily it&#8217;s generally very quick to find a good sound and put it in.</p>
<h5>Tweaks/performance &#8211; 4 days</h5>
<p>So many tiny usability tweaks need making, controls need revising, mechanics need altering.</p>
<h5>Bug fixing &#8211; 4 days</h5>
<p>Haha, 4 days? Here&#8217;s where the game will slip again.</p>
<h5>[Classified] &#8211; 2 days</h5>
<p></p>
<h5>[Classified] &#8211; 3 days</h5>
<p></p>
<h5>[Classified] &#8211; 2 days</h5>
<p>More things I won&#8217;t talk about in case they don&#8217;t work out.</p>
<p>In terms of knowing when to stop, my rule is that anything I add to my to-do list has to be more efficient than the last thing I got done. It has to be likely to add more fun to the game and take less development time. If I&#8217;m always getting more efficient, any delay is worth it. At the point of diminishing returns, I&#8217;ll lock it down, polish it up and release it.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.pentadact.com/2012-03-01-maybe-i-should-just-e-mail-you-when-gunpoint-is-out/feed/</wfw:commentRss>
		<slash:comments>13</slash:comments>
		</item>
		<item>
		<title>Gunpoint Business Cards Render Quality Of Actual Game Irrelevant</title>
		<link>http://www.pentadact.com/2012-02-17-gunpoint-business-cards-render-quality-of-actual-game-irrelevant/</link>
		<comments>http://www.pentadact.com/2012-02-17-gunpoint-business-cards-render-quality-of-actual-game-irrelevant/#comments</comments>
		<pubDate>Fri, 17 Feb 2012 21:35:22 +0000</pubDate>
		<dc:creator>Pentadact</dc:creator>
				<category><![CDATA[Gunpoint]]></category>

		<guid isPermaLink="false">http://www.pentadact.com/?p=3899</guid>
		<description><![CDATA[<p><a href="http://www.pentadact.com/wp-content/Gunpoint-Business-Cards.jpg"><img src="http://www.pentadact.com/wp-content/Gunpoint-Business-Cards-500x300.jpg" alt="" title="Gunpoint Business Cards" width="500" height="300" class="aligncenter size-medium wp-image-3900" /></a></p>
<p>I get to go to GDC for the first time this year, to cover it, give a talk, demo my game, and <a href="http://www.pentadact.com/2012-02-06-you-can-now-vote-for-gunpoint-in-the-igf/">lose an award</a>! I thought I might need some classy-ass business cards to give to all the classy-ass people I&#8217;m sure to meet there, so I did these via <a href="http://uk.moo.com/">Moo.com</a>. Details are on the back, on the same scene in Crosslink mode. </p>
<p><a href="http://www.pentadact.com/2012-02-17-gunpoint-business-cards-render-quality-of-actual-game-irrelevant/" class="more-link">Read more on Gunpoint Business Cards Render Quality Of Actual Game Irrelevant&#8230;</a></p>
]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.pentadact.com/wp-content/Gunpoint-Business-Cards.jpg"><img src="http://www.pentadact.com/wp-content/Gunpoint-Business-Cards-500x300.jpg" alt="" title="Gunpoint Business Cards" width="500" height="300" class="aligncenter size-medium wp-image-3900" /></a></p>
<p>I get to go to GDC for the first time this year, to cover it, give a talk, demo my game, and <a href="http://www.pentadact.com/2012-02-06-you-can-now-vote-for-gunpoint-in-the-igf/">lose an award</a>! I thought I might need some classy-ass business cards to give to all the classy-ass people I&#8217;m sure to meet there, so I did these via <a href="http://uk.moo.com/">Moo.com</a>. Details are on the back, on the same scene in Crosslink mode. </p>
<p>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.</p>
<div align="center"><a href="http://www.pentadact.com/wp-content/haha-business.jpg"><img src="http://www.pentadact.com/wp-content/haha-business.jpg" alt="" title="haha business" width="316" height="480" class="aligncenter size-full wp-image-3906" /></a></div>
]]></content:encoded>
			<wfw:commentRss>http://www.pentadact.com/2012-02-17-gunpoint-business-cards-render-quality-of-actual-game-irrelevant/feed/</wfw:commentRss>
		<slash:comments>20</slash:comments>
		</item>
		<item>
		<title>New Gunpoint Test Build Soon, Sign Up Here</title>
		<link>http://www.pentadact.com/2012-02-13-new-gunpoint-test-build-soon-sign-up-here/</link>
		<comments>http://www.pentadact.com/2012-02-13-new-gunpoint-test-build-soon-sign-up-here/#comments</comments>
		<pubDate>Mon, 13 Feb 2012 19:18:15 +0000</pubDate>
		<dc:creator>Pentadact</dc:creator>
				<category><![CDATA[Gunpoint]]></category>
		<category><![CDATA[Gunpoint Press]]></category>
		<category><![CDATA[Gunpoint Testing]]></category>

		<guid isPermaLink="false">http://www.pentadact.com/?p=3891</guid>
		<description><![CDATA[<p><strong>Update:</strong> 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.</p>
<p>I&#8217;m almost ready to send out a new test version of Gunpoint to anyone who&#8217;s around and able to give me some brief feedback. There&#8217;s no selection process, just sign up on the mailing list here and you&#8217;ll get it in the next day or two:</p>
<p><a href="http://www.pentadact.com/2012-02-13-new-gunpoint-test-build-soon-sign-up-here/" class="more-link">Read more on New Gunpoint Test Build Soon, Sign Up Here&#8230;</a></p>
]]></description>
			<content:encoded><![CDATA[<p><strong>Update:</strong> 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.</p>
<p>I&#8217;m almost ready to send out a new test version of Gunpoint to anyone who&#8217;s around and able to give me some brief feedback. There&#8217;s no selection process, just sign up on the mailing list here and you&#8217;ll get it in the next day or two:</p>
<div align="center">
<h5><a href="http://eepurl.com/i_0mH">The Gunpoint Testing Mailing List</a></h5>
</div>
<p>Also, Gunpoint was just <a href="http://boingboing.net/2012/02/13/gunpoint-sneak-around-and-rew.html">previewed on BoingBoing</a>! Brian Easton played an early build and seemed to really dig it!</p>
<div style="margin:20px">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. </div>
<p><a href="http://boingboing.net/2012/02/13/gunpoint-sneak-around-and-rew.html">Link</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.pentadact.com/2012-02-13-new-gunpoint-test-build-soon-sign-up-here/feed/</wfw:commentRss>
		<slash:comments>34</slash:comments>
		</item>
		<item>
		<title>You Can Now Vote For Gunpoint In The IGF</title>
		<link>http://www.pentadact.com/2012-02-06-you-can-now-vote-for-gunpoint-in-the-igf/</link>
		<comments>http://www.pentadact.com/2012-02-06-you-can-now-vote-for-gunpoint-in-the-igf/#comments</comments>
		<pubDate>Mon, 06 Feb 2012 20:37:14 +0000</pubDate>
		<dc:creator>Pentadact</dc:creator>
				<category><![CDATA[Gunpoint]]></category>
		<category><![CDATA[IGF]]></category>

		<guid isPermaLink="false">http://www.pentadact.com/?p=3887</guid>
		<description><![CDATA[<p>The category we&#8217;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&#8217;d like to help Gunpoint achieve ULTRO FANTASY DREAM, take a sec to vote for it here!</p>
<p><a href="http://www.pentadact.com/2012-02-06-you-can-now-vote-for-gunpoint-in-the-igf/" class="more-link">Read more on You Can Now Vote For Gunpoint In The IGF&#8230;</a></p>
]]></description>
			<content:encoded><![CDATA[<p>The category we&#8217;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&#8217;d like to help Gunpoint achieve ULTRO FANTASY DREAM, take a sec to vote for it here!</p>
<div align="center">
<h5><a href="http://igf.com/audience.php">IGF Audience Award Voting Page</a></h5>
</div>
<p>Remember, you&#8217;re free to vote for any game, unless it isn&#8217;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&#8217;m new at this lol *falls over*.</p>
<p><a href="http://www.pentadact.com/wp-content/Gunpoint-Screenshot-New-Backgrounds.jpg"><img src="http://www.pentadact.com/wp-content/Gunpoint-Screenshot-New-Backgrounds-500x317.jpg" alt="" title="Gunpoint Screenshot - New Backgrounds" width="500" height="317" class="aligncenter size-medium wp-image-3888" /></a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.pentadact.com/2012-02-06-you-can-now-vote-for-gunpoint-in-the-igf/feed/</wfw:commentRss>
		<slash:comments>11</slash:comments>
		</item>
		<item>
		<title>Justified</title>
		<link>http://www.pentadact.com/2012-02-01-justified/</link>
		<comments>http://www.pentadact.com/2012-02-01-justified/#comments</comments>
		<pubDate>Wed, 01 Feb 2012 22:26:11 +0000</pubDate>
		<dc:creator>Pentadact</dc:creator>
				<category><![CDATA[Television]]></category>

		<guid isPermaLink="false">http://www.pentadact.com/?p=3878</guid>
		<description><![CDATA[<p>&#8220;You let Messer get away?&#8221;<br />
&#8220;One of your boys let Messer get away, I got the driver. Besides, these boots aren&#8217;t made for running.&#8221;<br />
&#8220;And yet chasing fugitives is a marshall&#8217;s primary function.&#8221;<br />
&#8220;It&#8217;s ironic, isn&#8217;t it?&#8221;</p>
<p><a href="http://www.pentadact.com/2012-02-01-justified/" class="more-link">Read more on Justified&#8230;</a></p>
]]></description>
			<content:encoded><![CDATA[<p>&#8220;You let Messer get away?&#8221;<br />
&#8220;One of your boys let Messer get away, I got the driver. Besides, these boots aren&#8217;t made for running.&#8221;<br />
&#8220;And yet chasing fugitives is a marshall&#8217;s primary function.&#8221;<br />
&#8220;It&#8217;s ironic, isn&#8217;t it?&#8221;</p>
<p><a href="http://www.pentadact.com/wp-content/Justified.jpg"><img src="http://www.pentadact.com/wp-content/Justified-500x282.jpg" alt="" title="Justified" width="500" height="282" class="aligncenter size-medium wp-image-3879" /></a></p>
<p>I really like Justified. Timothy Olyphant is a US marshall in backward Harlan County, Kentucky, but the show focuses at least as much on the local gang leaders. A white supremacist who finds god in prison, a plump store owner who acts as matriarch for a huge crime family, a sleazy security consultant who operates out of a caravan.</p>
<p>It conjours its own vivid version of this sunny, rural, booze-soaked culture bristling with guns and grudges. It&#8217;s a place where even the criminals &#8211; even the idiot criminals &#8211; address everyone with a folksy politeness, and speak in colourful euphemisms. And watching it feels a little like going there, to a part of the present day that feels like an older, slower time.</p>
<p>The store owner, Mags Bennett, was the main character of the excellent second season. The third&#8217;s just starting in the US now, and it&#8217;s already introduced some great new candidates for the role of lead antagonist.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.pentadact.com/2012-02-01-justified/feed/</wfw:commentRss>
		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>Eurogamer Gunpoint Preview</title>
		<link>http://www.pentadact.com/2012-02-01-eurogamer-gunpoint-preview/</link>
		<comments>http://www.pentadact.com/2012-02-01-eurogamer-gunpoint-preview/#comments</comments>
		<pubDate>Wed, 01 Feb 2012 21:28:50 +0000</pubDate>
		<dc:creator>Pentadact</dc:creator>
				<category><![CDATA[Gunpoint]]></category>
		<category><![CDATA[Gunpoint Press]]></category>

		<guid isPermaLink="false">http://www.pentadact.com/?p=3875</guid>
		<description><![CDATA[<p>Chris Donlan has been playing Gunpoint, and gives it <a href="http://www.eurogamer.net/articles/2012-01-31-gunpoint-preview-rewiring-the-action-puzzle-game">a lovely write up over at Eurogamer</a>:</p>
<div style="margin-left:20px;">The interface is uncluttered and intuitive &#8211; 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 &#8211; and the whole system&#8217;s bristling with opportunities, especially when you start to factor in enemy AI.</div>
<p><a href="http://www.pentadact.com/2012-02-01-eurogamer-gunpoint-preview/" class="more-link">Read more on Eurogamer Gunpoint Preview&#8230;</a></p>
]]></description>
			<content:encoded><![CDATA[<p>Chris Donlan has been playing Gunpoint, and gives it <a href="http://www.eurogamer.net/articles/2012-01-31-gunpoint-preview-rewiring-the-action-puzzle-game">a lovely write up over at Eurogamer</a>:</p>
<div style="margin-left:20px;">The interface is uncluttered and intuitive &#8211; 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 &#8211; and the whole system&#8217;s bristling with opportunities, especially when you start to factor in enemy AI.</div>
]]></content:encoded>
			<wfw:commentRss>http://www.pentadact.com/2012-02-01-eurogamer-gunpoint-preview/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Gamasutra Interview</title>
		<link>http://www.pentadact.com/2012-01-31-gamasutra-interview/</link>
		<comments>http://www.pentadact.com/2012-01-31-gamasutra-interview/#comments</comments>
		<pubDate>Tue, 31 Jan 2012 07:47:14 +0000</pubDate>
		<dc:creator>Pentadact</dc:creator>
				<category><![CDATA[Gunpoint]]></category>
		<category><![CDATA[Gunpoint Press]]></category>

		<guid isPermaLink="false">http://www.pentadact.com/?p=3870</guid>
		<description><![CDATA[<p>I am <a href="http://www.gamasutra.com/view/news/39864/Road_to_the_IGF_Tom_Francis_Gunpoint.php">interviewed on Gamasutra</a>! Here is a question from that interview!</p>
<h5>How did you come up with the concept?</h5>
<p>I feel like a lot of games are designed on the assumption that the player is stupid: a tester doesn&#8217;t have the intended experience, so I guess we&#8217;ve gotta force him to look at that spaceship crash, lock him in the room until the enemies are dead.</p>
<p><a href="http://www.pentadact.com/2012-01-31-gamasutra-interview/" class="more-link">Read more on Gamasutra Interview&#8230;</a></p>
]]></description>
			<content:encoded><![CDATA[<p>I am <a href="http://www.gamasutra.com/view/news/39864/Road_to_the_IGF_Tom_Francis_Gunpoint.php">interviewed on Gamasutra</a>! Here is a question from that interview!</p>
<h5>How did you come up with the concept?</h5>
<p>I feel like a lot of games are designed on the assumption that the player is stupid: a tester doesn&#8217;t have the intended experience, so I guess we&#8217;ve gotta force him to look at that spaceship crash, lock him in the room until the enemies are dead.</p>
<p>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.</p>
<p>I don&#8217;t think that testers are being stupid, I think they&#8217;re being defiant. And they&#8217;re defiant because the game isn&#8217;t letting them be creative or smart or funny, it&#8217;s trying to make them have a packaged experience.</p>
<p>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&#8217;s power. It&#8217;s almost like a level editor: I restrict some things to make sure it&#8217;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.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.pentadact.com/2012-01-31-gamasutra-interview/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>True PC Gaming Interview</title>
		<link>http://www.pentadact.com/2012-01-26-true-pc-gaming-interview/</link>
		<comments>http://www.pentadact.com/2012-01-26-true-pc-gaming-interview/#comments</comments>
		<pubDate>Thu, 26 Jan 2012 19:07:15 +0000</pubDate>
		<dc:creator>Pentadact</dc:creator>
				<category><![CDATA[Gunpoint]]></category>
		<category><![CDATA[Gunpoint Press]]></category>

		<guid isPermaLink="false">http://www.pentadact.com/?p=3865</guid>
		<description><![CDATA[<p><a href="http://truepcgaming.com/2012/01/25/gameplay-before-story-gunpoint-interview/">True PC Gaming interviewed me</a> about a bunch of things &#8211; both development and general opinions. Here&#8217;s one!</p>
<h5>What are your thoughts on how the PC gaming industry as a whole are dealing with the problem of intrusive DRM and piracy?</h5>
<p><a href="http://www.pentadact.com/2012-01-26-true-pc-gaming-interview/" class="more-link">Read more on True PC Gaming Interview&#8230;</a></p>
]]></description>
			<content:encoded><![CDATA[<p><a href="http://truepcgaming.com/2012/01/25/gameplay-before-story-gunpoint-interview/">True PC Gaming interviewed me</a> about a bunch of things &#8211; both development and general opinions. Here&#8217;s one!</p>
<h5>What are your thoughts on how the PC gaming industry as a whole are dealing with the problem of intrusive DRM and piracy?</h5>
<p>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.</p>
<p>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.</p>
<p><a href="http://truepcgaming.com/2012/01/25/gameplay-before-story-gunpoint-interview/">Link</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.pentadact.com/2012-01-26-true-pc-gaming-interview/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Suspicious Developments headquarters broken into</title>
		<link>http://www.pentadact.com/2012-01-21-suspicious-developments-headquarters-broken-into/</link>
		<comments>http://www.pentadact.com/2012-01-21-suspicious-developments-headquarters-broken-into/#comments</comments>
		<pubDate>Sat, 21 Jan 2012 05:43:13 +0000</pubDate>
		<dc:creator>Pentadact</dc:creator>
				<category><![CDATA[Suspicious Developments]]></category>

		<guid isPermaLink="false">http://www.pentadact.com/?p=4017</guid>
		<description><![CDATA[<p><b>BATH, UNITED KINGDOM &#8211; January 21, 2012 -</b> The headquarters of UK game developer Suspicious Developments were broken into last night by the company&#8217;s own director, Tom Francis.</p>
<p>The break-in is said to have occured when Francis attempted to enter the building, which is also his house, and found one of its two locks unresponsive to key-based opening techniques. No local locksmiths were available, so an emergency meeting of the board of director was held.</p>
<p><a href="http://www.pentadact.com/2012-01-21-suspicious-developments-headquarters-broken-into/" class="more-link">Read more on <b>Suspicious Developments</b> headquarters broken into&#8230;</a></p>
]]></description>
			<content:encoded><![CDATA[<p><b>BATH, UNITED KINGDOM &#8211; January 21, 2012 -</b> The headquarters of UK game developer Suspicious Developments were broken into last night by the company&#8217;s own director, Tom Francis.</p>
<p>The break-in is said to have occured when Francis attempted to enter the building, which is also his house, and found one of its two locks unresponsive to key-based opening techniques. No local locksmiths were available, so an emergency meeting of the board of director was held.</p>
<p>By a unanimous vote of one to no-one else was there, the board elected to not be outside anymore. The board then climbed a nearby railing to achieve the necessary height to strike at the non-functioning lock, and extended its foot with force. The lock, which was not available for comment, detached from the internal door frame after six strikes.</p>
<p>&#8220;Fuck,&#8221; the board announced.</p>
<p>The developer&#8217;s headquarters are now secured with the remaining functional lock. The board then poured itself a glass of wine and fell asleep watching Justified.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.pentadact.com/2012-01-21-suspicious-developments-headquarters-broken-into/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Gunpoint Now Has Music</title>
		<link>http://www.pentadact.com/2012-01-09-gunpoint-now-has-music/</link>
		<comments>http://www.pentadact.com/2012-01-09-gunpoint-now-has-music/#comments</comments>
		<pubDate>Mon, 09 Jan 2012 01:05:15 +0000</pubDate>
		<dc:creator>Pentadact</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gunpoint]]></category>

		<guid isPermaLink="false">http://www.pentadact.com/?p=3844</guid>
		<description><![CDATA[<p>After spending more than a week listening to more than 45 submissions for Gunpoint&#8217;s music, I&#8217;ve decided to go with Ryan Ike&#8217;s cool, moody upright-bass style for Gunpoint&#8217;s missions. </p>
<div align="center">
<p><iframe width="500" height="281" src="http://www.youtube.com/embed/sEZOAuqETIY?fs=1&#038;feature=oembed" frameborder="0" allowfullscreen></iframe></p>
</div>
<p>There were also two particular songs among the submissions that just clicked perfectly with different parts of the game: for the shop and upgrade interfaces you access on your phone, Francisco Cerda&#8217;s gorgeous smooth jazz was exactly what I wanted. And for the game&#8217;s more sombre moments, John Robert Matz&#8217;s mournful and sinister theme tune was magnificent. So Gunpoint has sort of ended up with three musicians.</p>
<p><a href="http://www.pentadact.com/2012-01-09-gunpoint-now-has-music/" class="more-link">Read more on Gunpoint Now Has Music&#8230;</a></p>
]]></description>
			<content:encoded><![CDATA[<p>After spending more than a week listening to more than 45 submissions for Gunpoint&#8217;s music, I&#8217;ve decided to go with Ryan Ike&#8217;s cool, moody upright-bass style for Gunpoint&#8217;s missions. </p>
<div align="center">
<p><iframe width="500" height="281" src="http://www.youtube.com/embed/sEZOAuqETIY?fs=1&#038;feature=oembed" frameborder="0" allowfullscreen></iframe></p>
</div>
<p>There were also two particular songs among the submissions that just clicked perfectly with different parts of the game: for the shop and upgrade interfaces you access on your phone, Francisco Cerda&#8217;s gorgeous smooth jazz was exactly what I wanted. And for the game&#8217;s more sombre moments, John Robert Matz&#8217;s mournful and sinister theme tune was magnificent. So Gunpoint has sort of ended up with three musicians.</p>
<div align="center">
<p><iframe width="500" height="375" src="http://www.youtube.com/embed/gnRh0mBPdiE?fs=1&#038;feature=oembed" frameborder="0" allowfullscreen></iframe></p>
</div>
<p>Coming to a decision was harder and much more time consuming than I expected. I got more submissions for this than for the game&#8217;s artwork, and listening to a full music sample takes 1,833 times longer than looking at a sprite. The more I listened and played, the more I liked less prominent tracks that supported the game&#8217;s existing atmosphere.</p>
<p><object height="81" width="100%"><param name="movie" value="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F29664976&amp;g=1&amp;auto_play=&amp;show_comments=&amp;color=&amp;theme_color="></param><param name="allowscriptaccess" value="always"></param><embed allowscriptaccess="always" height="81" src="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F29664976&amp;g=1&amp;auto_play=&amp;show_comments=&amp;color=&amp;theme_color=" type="application/x-shockwave-flash" width="100%"> </embed></object></p>
<p>Thanks again to everyone who did such awesome work, and sorry to everyone I couldn&#8217;t use. I was amazed by the calibre of what came in. Obviously I feel terrible turning anything good down, but I still believe in the open submissions process because I&#8217;ve been on the other side of it a few times. Both times I wrote short stories for the Machine of Death collection, it was with no expectation they&#8217;d get in &#8211; I just did it because I enjoyed doing it. I hope that&#8217;s the feeling among everyone who&#8217;s submitted stuff for Gunpoint, music and art.</p>
<p>You might remember I also did the same thing for the Crosslink noise, and got some awesome stuff. I&#8217;ve decided to use Jeremy Watssman&#8217;s smooth warbly sound, which you can actually hear in <a href="http://youtu.be/mh1IGSGsch4?t=1m58s">his music submission video here</a>. I&#8217;d also like to use <a href="http://www.bfxr.net/?s=8.1003%2C0.03%2C0.32%2C0.185%2C0.14%2C0.12%2C0.715%2C0.615%2C%2C0.69%2C-1%2C%2C%2C%2C1%2C%2C0.375%2C0.89%2C-1%2C0.01%2C0.1501%2C-0.9288%2C0.055%2C-1%2C-1%2C0.43%2C1%2C%2C0.45%2C-0.305%2C%2C-1%2CmasterVolume">the sound Ben Royle submitted</a> for a different purpose, if he&#8217;s OK with that: it makes a great satisfying thunk when spending points upgrading your gadgets. <strong>Update:</strong> he says, quote, &#8220;Fuck yeah!&#8221;</p>
<div align="center"><a href="http://www.pentadact.com/wp-content/Gunpoint-2010.jpg"><img src="http://www.pentadact.com/wp-content/Gunpoint-2010-500x281.jpg" alt="" title="Gunpoint 2010" width="500" height="281" class="aligncenter size-medium wp-image-3850" /></a><strong>Gunpoint in 2010, before it had a title. The filename was just &#8216;grey&#8217;, after the background.</strong></div>
<p>Lastly, I talked a bit about how far Gunpoint has come on and <a href="http://www.pentadact.com/2011-11-28-gunpoint-trailer-let-me-talk-you-through-some-ridiculous-solutions/">asked you guys</a> if you thought I should charge money for the game when it comes out. I was expecting around 90% of you to say I should keep it free, and if it was as low as 80% I&#8217;d start to believe it might be worth something. The figure was around 1%. Over a thousand comments, the vast majority of people said &#8220;No! Don&#8217;t give us a free thing! Charge us money!&#8221; </p>
<p>That&#8217;s an amazing and confusing response for me, but you don&#8217;t have to tell me twice. Well, you don&#8217;t have to tell me more than a thousand times. I will obey your command to charge you money for Gunpoint, though I plan to keep it low and provide a substantial free version. I won&#8217;t claim anything specific yet since I&#8217;d like to confirm how and through whom I&#8217;ll be selling it first, in case they have advice or rules that affect it. I&#8217;ve talked with all my awesome art and music collaborators and we&#8217;ve agreed on a split we think is fair.</p>
<p>Exciting times! Although the music selection process and Christmas took up a lot of the break, I also managed to build a dynamic system for context sensitive music layers and overhaul the way your gadgets are powered and upgraded. </p>
<p>I still have a few levels left to make, and a fair few more I&#8217;m not happy with variety- and fun-wise, so I&#8217;ve used some of the time away from my PC to plan out new puzzle ideas, come up with some new gadgets and devices, and figure out which ones will be easy to code and add a lot of fun possibilities. </p>
]]></content:encoded>
			<wfw:commentRss>http://www.pentadact.com/2012-01-09-gunpoint-now-has-music/feed/</wfw:commentRss>
		<slash:comments>39</slash:comments>
		</item>
	</channel>
</rss>

<!-- Dynamic page generated in 0.882 seconds. -->
<!-- Cached page generated by WP-Super-Cache on 2012-05-23 10:08:45 -->

