Hello! I'm Tom. I designed a game called Gunpoint, about rewiring things and punching people, and a free one called Floating Point, about swinging around on a rope. I'm on a weekly gaming podcast called The Crate & Crowbar, I wrote these two short stories in the Machine of Death collections, and I used to write stories like these for PC Gamer. I'm now working on a new game called Heat Signature, about sneaking aboard randomly generated spaceships.
Justin: So theoretically, if someone were to write a review...
Lewis: Is there some secret Achievements ???
Snowskeeper: I saw that isolated room and immediately thought...
I got to go to the BAFTA Games Awards, whenever it was that that happened! Feels like six months ago, but I think it’s about three weeks. Gunpoint was up for Best British Game (against GTA V and Tearaway – lol good luck) and Best Debut Game (against Gone Home and Stanley Parable – lol good luck), and it was nuts to see our game up on the giant screen during a black tie awards event. But mainly, it was just nuts to be at a black tie awards event. Here are some things that happened: Continued
I’ve been obsessed with iOS/Android randomised tactical combat game Hoplite ever since Zack Johnson told me about it at IndieCade last month. You’re a Greek spearman descending the randomly generated levels of the underworld, and you have to deal with the steadily increasing demonic population you find there by moving carefully across a hex grid turn by turn, calculating each move to slash, stab or stomp them without letting them get a hit in.
Each level has a shrine that grants a choice of upgrades, letting you incrementally design a perfect build of complimentary abilities until depth 16, at which point they run out completely and you just see how far you can get with what you’ve built.
As the difficulty ramps up from there, the way your chosen abilities play off each other to let you overcome the endlessly increasing challenge becomes elegant, then balletic, then sublime. These calculated chains of sweeps, leaps and thrusts let you dance through a minefield with precision and grace, felling everything around you. It’s hard to fully explain how neat, clever and satisfying it feels – so I made a GIF. Continued
I don’t have an opinion about Facebook acquiring Oculus for $2 billion, because I don’t know enough to be confident of how it’ll play out, and that’s usually when I stop having opinions about things. But I do have some thoughts about some of the arguments being used on either side. Continued
Yesterday I tweeted from the Heat Signature account about avoiding a tricky problem with homing missiles by just increasing their acceleration over time – I called it AccelerationAcceleration. Today, Coriolinus replied to say that the scientific name for this is actually ‘jerk‘. This is amazing, and so is the Wikipedia page about it. Continued
The next thing I wanna let you do in Heat Signature is take the helm of an enemy ship and fly it yourself. But right now, things go very screwy if you’re on a ship as it accelerates. So I’m redoing all the relative velocity code to make sure the contents of a ship stay stable while it’s jerking around.
I was testing the new code just now, and headed for a small ship to dock with it. Continued
Updated! see bottom of post.
Heat Signature is a game about randomised space ships that you can sneak aboard. These ships have a randomly generated interior of connected rooms and corridors, and crew that patrol those rooms.
Right now, there’s no pathfinding: the crew roam randomly. At some point, though, you’ll be able to set off alarms or cause other disturbances that the crew should run to. So the problem is: how do find a route to that room? Specifically, how do they find the shortest route to that room? Continued
IndieCade East was lovely. It’s a convention in New York, held at the Museum of the Moving Image, consisting mostly of people giving talks about games or showing their games. For example, Zack Johnson talked to Margaret Robertson about the crazy 11-year history of his still actively developed web game Kingdom of Loathing: Continued
The way Heat Signature randomly generates its ships at the moment is very basic – I’m new to random generation, and I don’t polish or improve things until all the other systems are in.
Its process for the ship’s shapes is probably obvious from the video: Continued
Gone Home writer/designer Steve Gaynor interviewed me for his podcast on the Idle Thumbs network, Tone Control. In it, I guess we vaguely cover tone at some point probably, but also: Continued
I can now show you what my space stealth game is really about! As long as I don’t get spotted like three times in a row right at the start of this video. Watch that first if you care, if not, here’s the summary. Continued
I played Werewolf for the first time tonight, a game you play with just a few scraps of paper. I’ll explain what it is and the specific setup we played at the same time:
There were eight of us, seven played and Kim ran the game. She hands all seven of us a folded piece of paper that we look at and keep to ourselves. Written on it is our role, which will be one of the following – numbers in brackets are how many people are assigned that role. Continued
Thought I’d take a break from programming talk to get into game design, and how I approach it. I am aware my mug is ridiculous – it’s an old GTA III promo one.
I’m bad at shutting up once I get talking about this stuff, so I’ll also summarise the basic points in this post. Not all of this stuff is in the video and not all of the video is in this – good summary Tom. Continued
I’ve decided to let people play this prototype of my Grappling Hook Game at IndieCade East in New York next month, partly to force me to focus on what it really needs to be a playable game. After a week and a bit, here’s what I’ve got. Continued