Hello! I'm Tom, I designed and wrote a game called Gunpoint. I've also written things for PC Gamer, I sometimes write short stories and stuff, and I like figuring out how to be happy. In my spare time I enjoy looking to the left and laughing at nothing.
John: Dude, your last game just made third place!...
Nick: I’ve been working on my own prototype for a game...
Jason L: It took the mind of Nerdcubed to scratch my mental...
Jason L: TB’s Risk of Rain video is also the first place...
Crane: I’d prefer it if you stuck with the long form,...
Trevor: Grappling Hook God Cube. Bam. There’s the title....
Trevor: Maybe the different powers you can gain will be...
Trevor: 711391 how to kill mockingbirds 711391 how to kill...
Dale Morgan: I was just forwarded this link by a friend and it...
Yaniv: Hi Francis, did you consider using Playmaker ?...
By me. Uses Adaptive Images by Matt Wilcox.
When I left PC Gamer a few months back, I wrote up five things I learned from my 9 years there. I also promised to pick apart something I’d written to show how I’d tried to apply this stuff in practice. Continued
I feel terribly guilty about Gunpoint’s success, so I often wonder if there’s some way I can use what I’ve learned from it to help. The trouble is that offering any kind of advice seems to make people angry – people who aren’t in your exact situation feel like you’re ignoring their circumstances, criticising their methods or dismissing their struggles.
So maybe I can take some advice from myself and share my experiences and instead of my opinions.
Lately I’ve got to talk to a lot of developers at conferences and festivals, particularly ones who are working on their first indie game and have lots of specific questions about what we did with Gunpoint. So probably the most helpful thing I can do is give a kind of structured breakdown of Gunpoint’s conception, development, recruitment and promotion, then let people delve into whatever they’re curious about.
It’s not a guide to what you should do, it’s just a guide to what I did and how it worked out. Click a topic to expand it. Continued
For my parents’ birthdays, I made a physical version of the excellent iOS word game Letterpress. This makes me a terrible pirate, I hope no-one minds. I made this video to explain it to them.
About me: I am a bad driver, I don’t know any modern colloquialisms, and I just want everyone to be nice. In this video series, I attempt to play Grand Theft Auto V: Angry Jerks Steal Cars And Money And Yell At Each Other. It goes wrong in what might be record time.
We’re up to Part 10 now, click the listy button in the top left to skip to an episode.
My talk from GDC Europe is now online for free! It has slides so I don’t think I can embed it – I’ll just say the title again and you can click that.
I’ve been playing Monaco co-op with Nika, and we’re YouTubing the whole fiasco. We’re up to Part 5 now, click the listy button in the top left to skip to an episode.
I struggled to get into Monaco when it first came out: I found it visually confusing, and most of the classes seemed bad. But over the course of these videos it starts to really click, and at its best it’s a hilarious, calamitous caper.
Each day, Spelunky generates one set of levels that’s the same for every player. Each day, we play them. Some of us make videos of our attempts. You can browse mine above (click the listy icon in the top left), or see everyone’s on the blog we set up at spelunkyexplorersclub.com.
On the rest of this post are the earliest dailies we posted. Continued
Spelunky is out on PC again! The fancy version this time, and with a new feature that is obsessing me more than ever before. Every day, there’s one set of randomly generated levels that’s the same for every Spelunky player. Everyone gets one try at it, and when they die, that’s it, they can never play it again.
The scores for each person’s attempt are ranked, of course, but I don’t really care about that. The reason it’s so fascinating to me is that it takes a generative game – one that’s different every time – and gives it one of the most appealing things about pre-scripted games: being able to compare notes with your friends. Continued
My day job is now trying to fix things in Gunpoint and writing e-mails, both of which I’m pretty bad at, so in my spare time I’ve been learning Unity. Not making anything in particular yet, just following tutorials – my test project above has been charitably described by my friends as Thomas Was At Gunpoint.
I have a question, for anyone who uses Unity. Continued
There are a lot of these, and I think I’m watching them all. Let me know if I missed one, I will watch basically anything with this concept. Continued
I just finished my first game of Civilization V with the Brave New World add on, which is focused on culture and stuff. Here’s how it went. Continued
The part where players invent unpowered human flight, and the part where they use the HEV suit’s optical zoom to look at a butt, are the two defining acts of the hardcore gaming zeitgeist.
YouTube commenter nobody960814 explains the trick:
“To prevent bunny hopping, valve created a system where repeated jumping should slow you down. Unfortunately they implemented it by applying a force on you in a direction opposite to the way you’re facing, not the way you’re going. So by bunny hopping backwards, you can accumulate ridiculous momentum.”