Hello! I'm Tom. I designed a game called Gunpoint, about rewiring things and punching people, and now I'm working on a new one called Heat Signature, about sneaking aboard randomly generated spaceships. Here's some more info on all the games I've worked on, here's the podcast I do, here are the videos I make on YouTube, here are some of the articles I wrote for PC Gamer, and here are two short stories I wrote for the Machine of Death collections.
As promised on Twitter, I recently sent everyone on our mailing list instructions on how to get in on a new alpha test of Heat Signature. Keys went out to the first 2,000 people to do so, but I’ll also be keeping the testing list active and inviting people to future alphas from there, so you can still get on it now if you haven’t already. Clarification: this says you can still get on the list, not you can still get in on this alpha test. That test is over and there’s no date for the next one.
If you’re in the alpha: Continued
Hello! I’ll be at Rezzed in London next week, 7-9 April 2016, and you can come and play Heat Signature while I watch, panic, and frantically patch it on a different PC. Saturday’s sold out, but Thurs and Fri tickets are still available. Our artist John Roberts made this fantastic piece for our booth: Continued
I was not at all ready for how gorgeous Far Cry Primal is. I walk around it in a daze, gawping at god rays and moon beams and frantically switching weapons and HUD elements* to get them out of the way long enough to take a screenshot. Even twenty hours in it’s still staggering me on a regular basis. Here are some of my favourites so far.
The Witness is a very pretty island with hundreds of puzzles on iPad things. Some of those puzzles are brilliant, most are decent, many are repetitious or boring, some are aggressively irritating. Luckily none of the good ones are locked off by bad ones. That’s my review, I’m mostly making this post to put up all the best screenshots I took. These are pretty spoiler-free, they only reveal that “There is a place that looks like this”, although a couple have solved puzzle panels in them so don’t look too closely if you have a photographic memory.
After the pretty shots, and a warning, I’m also gonna dump the scrawled-over shots I used to solve some of the trickier puzzles, in case that’s interesting. One of the game’s stranger quirks, to me, is that despite having 523 draw-a-line-on-an-iPad puzzles, its interface for doing this is not as good as a standard paint program, so I often fell back on one of those. Continued
What’s snowballing? In XCOM, if your troops survive the mission, they get stronger, tougher and get more abilities, which makes them more likely to survive future missions and get tougher still. If they die, they’re replaced by vulnerable, weak rookies, who are likely to die and be replaced by vulnerable, weak rookies.
If you’re finding the game easy, it gets easier. If you’re finding the game hard, it gets harder.
That’s bad. And it’s not just theory-crafting, that’s exactly how my XCOM 2 campaign played out: early on we got crushed repeatedly, then a few lucky missions got us off the ground, and after that my people became almost unstoppable for 35 missions straight – even after I upped the game difficulty.
Any game with persistent resources will have some snowbally tendencies: success has to get you something, or failure has to cost you something, otherwise it’s not really persistent. And some parts of XCOM’s snowballing are too good to lose: unlocking cool abilities for my favourite troops is why I play XCOM.
So you can’t scrap that, but what could you do? Here are some ideas. Continued
I took on a ‘Very Difficult’ mission in XCOM 2 earlier, to protect some device from attacking aliens. I was determined to do it because the reward was a Scientist, and they’ve been impossibly rare in my campaign so far. We immediately ran into two groups of very tough enemies, and though we had good position and lots of explosives, some unseen, extremely powerful enemy was attacking the objective every turn while we fought. Once they were mopped up, we had no time to be cautious: my two rangers had to sprint to the petrol station housing the objective just to distract the aliens there, with no moves left to fight them off. Continued
I just read Zach Gage’s post proposing some changes to the IGF. My summary of his problems with the current system would be:
Generally I think b) is fine, but I do agree that over-celebrating single games is needless, and I think the categories themselves are a pretty rigid and inadequate way of capturing what’s worth celebrating in games.
Zach’s suggestion is to change the categories to reflect game length/type, and have developers choose one category to submit for. I’m not wild about this because a) the categories are still rigid and don’t capture gaming’s diversity of form, and b) a developer could screw themselves by miscategorising their game, which is not the skill we are trying to evaluate or award.
I enjoyed it a lot! It sounds like all my bigger-Star-Wars-fan friends did too, which is great. I’ll keep this spoiler-free and then let people who’ve seen it click the spoiler buttons for what I’m specifically talking about.
It alternates a bit between three different ways you could approach making a Star Wars sequel: Continued
Update: Solved! See bottom of post for details.
Hello, more experienced programmers than me! I could use your advice. There’s a code-pattern I’ve been using for a while and I’ve just discovered a problem with it, but I can’t see a great alternative either. I will explain by example: Continued
I just played my first full game of Tales of Arabian Nights, with my friends Chris and Pip. It’s a board game that’s very story driven: each turn you have an ‘encounter’, and choose a vague verb for how to deal with it: aid, pray, rob, follow, avoid, etc. Then another player looks up and reads out a more detailed account of what happened, and how it affects you. These chain together into a journey, and you win by accumulating Story points and Destiny ones. This was my character’s story: Continued
My summary of where we are after the last ship-generation post would be:
Last time I covered how I taught Heat Signature to build ships out of sectors, join those sectors together, lock some of those doors, then place keycards in the right places to ensure they’re all openable. I’d got the algorithm generating layouts like this, which is great: Continued
I haven’t talked about the way I randomly generate spaceships in Heat Signature since this post – before it even had actual art. That’s partly because I’ve barely touched it since then. I showed the game to developer friends and the press in LA and SF a few weeks ago, and got lots of great input and ideas, but the main thing I came away thinking was: the on-board game needs to be more interesting. And I think better ship interiors are the foundation of that. Continued