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TOM FRANCIS
REGRETS THIS ALREADY

Hello! I'm Tom. I'm a game designer, writer, and programmer on Gunpoint, Heat Signature, and Tactical Breach Wizards. Here's some more info on all the games I've worked on, here are the videos I make on YouTube, and here are two short stories I wrote for the Machine of Death collections.

Theme

By me. Uses Adaptive Images by Matt Wilcox.

Tom’s Timer 5

The Bone Queen And The Frost Bishop: Playtesting Scavenger Chess In Plasticine

Gridcannon: A Single Player Game With Regular Playing Cards

Dad And The Egg Controller

A Leftfield Solution To An XCOM Disaster

Rewarding Creative Play Styles In Hitman

Postcards From Far Cry Primal

Solving XCOM’s Snowball Problem

Kill Zone And Bladestorm

An Idea For More Flexible Indie Game Awards

What Works And Why: Multiple Routes In Deus Ex

Naming Drugs Honestly In Big Pharma

Writing vs Programming

Let Me Show You How To Make A Game

What Works And Why: Nonlinear Storytelling In Her Story

What Works And Why: Invisible Inc

Our Super Game Jam Episode Is Out

What Works And Why: Sauron’s Army

Showing Heat Signature At Fantastic Arcade And EGX

What I’m Working On And What I’ve Done

The Formula For An Episode Of Murder, She Wrote

Improving Heat Signature’s Randomly Generated Ships, Inside And Out

Raising An Army Of Flying Dogs In The Magic Circle

Floating Point Is Out! And Free! On Steam! Watch A Trailer!

Drawing With Gravity In Floating Point

What’s Your Fault?

The Randomised Tactical Elegance Of Hoplite

Here I Am Being Interviewed By Steve Gaynor For Tone Control

A Story Of Heroism In Alien Swarm

One Desperate Battle In FTL

To Hell And Back In Spelunky

Gunpoint Development Breakdown

My Short Story For The Second Machine Of Death Collection

Not Being An Asshole In An Argument

Playing Skyrim With Nothing But Illusion

How Mainstream Games Butchered Themselves, And Why It’s My Fault

A Short Script For An Animated 60s Heist Movie

Arguing On The Internet

Shopstorm, A Spelunky Story

Why Are Stealth Games Cool?

The Suspicious Developments manifesto

GDC Talk: How To Explain Your Game To An Asshole

Listening To Your Sound Effects For Gunpoint

Understanding Your Brain

What Makes Games Good

A Story Of Plane Seats And Class

Deckard: Blade Runner, Moron

Avoiding Suspicion At The US Embassy

An Idea For A Better Open World Game

A Different Way To Level Up

A Different Idea For Ending BioShock

My Script For A Team Fortress 2 Short About The Spy

Team Fortress 2 Unlockable Weapon Ideas

Don’t Make Me Play Football Manager

EVE’s Assassins And The Kill That Shocked A Galaxy

My Galactic Civilizations 2 War Diary

I Played Through Episode Two Holding A Goddamn Gnome

My Short Story For The Machine Of Death Collection

Blood Money And Sex

A Woman’s Life In Search Queries

First Night, Second Life

SWAT 4: The Movie Script

What I’m Working On And What I’ve Done

This is a list of games I’ve worked on or am working on and the things people usually ask me about them.

Current: Tactical Breach Wizards

Turn-based game where you control a small team of wizards in tactical gear, breaching into rooms full of armed gangsters and the like.

Role: designer, writer, programmer
Working with: John Roberts (art), John Winder (programming)
Made in: Unity
Prospects: it’s taking a while!
More info: wizards.cool

Heat Signature

Heat Signature Strip 2

A space game where you can actually go inside the spaceships and beat up the crew and steal things and get shot.

Role: designer, programmer, writer, sound designer
Working with: John Roberts (art), John Winder (programming), Ivan Semidolin (music)
Made in: Game Maker Studio
Platform: Windows (2017)
More info: dev log videos, development blog
Get it: $15 on Steam

Morphblade

morphblade-big-strip

A turn-based game where each hex you move to turns you into a different kind of weapon. Inspired by Michael Brough’s iOS game Imbroglio, but I ended up moving it to a hex grid, letting you build the grid as you play, getting rid of enemy health, and letting you upgrade weapons by crossbreeding them with each other, each pair having a unique result.

It’s out now!

Role: designer, programmer, artist, sound designer
Made in: Game Maker Studio
Platform: Windows (2017)
More info: blog posts
Get it: $5 on Steam

Floating Point

Floating Point Wide

A peaceful game about maintaining speed and grace by swinging yourself around randomly generated spaces with a rope. Built in three weeks from the rope physics I developed for the Grappling Hook Game.

Role: designer, programmer, sound designer
Working with: Form & Shape (music)
Made in: Unity
Out on: Windows, Mac and Linux (2014)
More info: trailer, dev log videos, development breakdown
Get it: free on Steam

SimAntics

SimAntics

Competitive multiplayer game about steering anteater tongues down randomly generated ant tunnels. Made in two days with Liselore Goedhart when we were on the Super Game Jam documentary.

Role: co-designer, programmer, writer, co-sound-designer
Working with: Liselore Goedhart (design, art)
Made in: Game Maker Studio
Out on: Windows (2014)
More info: my post with some thoughts on the episode and stills thereof
Get it: with the documentary series on Steam, which is $20 for 5 episodes and the 5 games made during them

Distance

Distance Wide

A visual short story by Natalie Hanke, made for the Space Cowboy game jam.

Role: programmer
Working with: Natalie Hanke (design, art, writing), Jukio Kallio (music)
Made in: Unity
Out on: Windows, Mac and Linux (2014)
Get it: free on itch.io

Gunpoint

Gunpoint Wide

A noir-themed creative infiltration game that lets you rewire its levels to get the jump on people and punch them endlessly in the face.

Role: designer, programmer, writer, sound designer
Working with: John Roberts (art), Fabian van Dommelen (art), Ryan Ike (music), John Robert Matz (music), Francisco Cerda (music), Abstraction Games (Mac & Linux port, ongoing support)
Made in: Game Maker 8.1
Out on: Windows (2013), Mac and Linux (2014)
More info: trailer, development breakdown, dev log videos, the whole development blog in chronological order, how its launch went, in-game commentary and a making-of feature are included in the Exclusive Edition,
Get it: free demo, full game $10 from us, comes with a Steam key

Paused: Civ-Style Experiment

4X Igloos stripe

I thought it was a shame that Civ: Beyond Earth didn’t change the very messy and complicated formula Civ has built up over the years. So I decided to spend all the time I would be playing Civ on making my own Civ-style game, to see if some of my theories about how it could be simplified work out. Taking it off my plate for now, might come back to it the next time I’m annoyed about complexity in 4x games.

Role: designer, programmer
Made in: Unity
Coming to: Windows
Release date: unlikely to ever be finished
More info: videos

Paused: The Grappling Hook Game

Grappling Hook Game Wide

A game about a team of thieves using grappling hooks to help each other break into banks, hotels, casinos. Took a long time to get rope physics right as a Unity novice, ultimately decided Heat Signature was more viable with my skills at the time – and just as exciting.

Role: designer, programmer
Made in: Unity
Prospects: might get back to it after Heat Signature, if it still excites me then
More info: dev log videos

Game Jam Games

I’ve made three or four smaller games for other game jams, and written up ideas for a bunch more. You can see all that on the Game Jams tag.