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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 Works And Why: Invisible Inc

What Works And Why is a thing where I dig into the design of a game I like and try to analyse what makes it good, hopefully to learn from it but also because I love this stuff.

What is it?

A turn-based stealth game with randomly generated levels and no savegames. You have two secret agents with different special abilities, and you choose from offices of varying difficulties and rewards to break into and steal money, equipment and abilities. You break in by carefully peering round corners and doors, ambushing unwitting guards with your tazers, and hacking security devices from a special vision mode.

If you want a better idea of how it plays, I recorded myself going through one mission, and talked through my thinking and how the game works.

Continued

Our Super Game Jam Episode Is Out

Super Game Jam is a documentary series on Steam that films two developers per episode, working together to make a game in 48 hours. It’s discounted to $15 for the whole series right now, which is 5 half-hour episodes, the 5 games that were made in them, and a bunch of extra scenes and music from Kozilek and Doseone.

Episode 5 just came out tonight, and it’s me and artist/designer Liselore Goedhart making SimAntics: Realistic Anteater Simulator. We were given the theme of ‘Simulation’ by previous jammers Cactus and Grapefrukt, and told not to make SimAnt. So we simulated an anteater instead.

You can grab it from Steam here, where there’s also a trailer. Stills below, and thoughts on the episode at the end! Continued

What Works And Why: Sauron’s Army

Game: Shadow of Mordor

Third-person open world action and stealth game, with Assassin’s Creed free-running and Arkham Asylum combat. You’re in Mordor, it’s full of orc-like Uruks, and for reasons that were probably explained in all the cut-scenes I skipped, you have to use them to get to the Black Dark Lord Hand – who I gather is a ruffian. Continued

Showing Heat Signature At Fantastic Arcade And EGX

I’ve been away the last two weeks, showing Heat Signature first at Fantastic Arcade in Austin, then at EGX in London. I’ll show you what that all looked like below, but first I’ll embed my EGX talk so you can play that and look at the photos during the boring bits. From about 5 minutes in, you can see Heat Signature with some of the new art and music. Continued

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. Continued

The Formula For An Episode Of Murder, She Wrote

My life has changed in many ways since working for my own company, but perhaps the biggest is that I can now watch Murder, She Wrote over breakfast and/or lunch. This is great, but it’s also ingrained the show’s weirdly specific formula in my brain, and now I feel I must write it down. The following is how about 70% of its episodes go – the exceptions are kind of nuts. Continued

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

I started making Heat Signature mainly to figure out if the mechanics would be as fun as they seemed in my head, so I built all its systems in the cheapest, fastest, simplest possible way. That worked – it’s now got to the point where I’m laughing out loud at something ridiculous happening most times I play.

But the slapdash way I built it has the following problems: Continued

Raising An Army Of Flying Dogs In The Magic Circle

The Magic Circle is an indie game in development by Jordan Thomas, Stephen Alexander and Kain Shin. It takes place inside an unfinished game, one you can see being built around you. And when I tested it, for reasons I won’t go into, my objective was to ‘Ghost the Sky Bastard’. Continued

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

Floating Point is out on Steam now, for Windows, Mac and Linux, and it’s free!

It’s a peaceful game about swinging gracefully around randomly generated levels. It’s played entirely with the mouse, it’s easy to play, you can have fun with it in five minutes, and it has relaxing digital music by the excellent Form & Shape.

Here’s a trailer, and some info on why it’s free. Continued

Drawing With Gravity In Floating Point

So Floating Point’s a game about using a wire to swing through randomly generated spaces smoothly. When you do, avoiding obstacles and picking up speed, everything about the game tries to celebrate and reward that flow state: you glow, the music picks up, the collectible bars in the level get more valuable, and grow tall so they’re easier to hit.

One effect I fancied but considered low priority was some kind of trail: maybe particles or sparks or something. So I had a quick look to see how hard this would be in Unity, and discovered something called a Trail Renderer. I tried it, and it looked like this: Continued

What’s Your Fault?

We use the phrase ‘your fault’ in a way that’s different to the sum of its parts. A fault can be any kind of problem, defect, or undesirable property. ‘Your’ just means belonging to you. If you have very unsteady hands, that’s a problem of sorts, and it’s yours. But if I hand you a full mug of coffee and you spill a bit of it, if you apologised, I’d say “It’s not your fault!”

Your faults are not ‘your fault’ if you’re born with them, if they’re forced on you, if you didn’t know about them, or a whole variety of other conditions. Language forms organically and messily, and it only makes sense to talk about it in generalisations. But the most prevalent trend I can see in the types of faults that are not ‘your fault’ is this: they’re the ones you can’t reasonably change. Continued

The Randomised Tactical Elegance Of Hoplite

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

Here I Am Being Interviewed By Steve Gaynor For Tone Control

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

A Story Of Heroism In Alien Swarm

This is great, people keep linking me to things I wrote ages ago and forgot about, so I can link them here. Snowskeeper Ferenczy points out this, something I wrote very fast after a game of Alien Swarm one night that seemed necessary to report.

“Our main gunner, a Special Weapons guy with the Minigun I coveted, ran ahead and got himself infested. I had my medic gun out, but he panicked, ran away, bumped into a door and exploded in a shower of slithering facehuggers. We all just kind of looked at each other.”

Touching heroics in Alien Swarm

One Desperate Battle In FTL

The podcast I am party to, the Crate and Crowbar, now has a forum. On it, Gunpoint artist John Roberts has started a thread for tales of people’s in-game adventures, starting with a good one of his own about FTL. And someone else mentioned an old story of mine from that game. I don’t think I ever linked it here, so I will now:

It’s worse to lose your shields than almost any other system. But I bet the AI doesn’t know this. I bet the AI is aiming for something much less important, like our life support. I could actually take my shields offline and let this shot go through.

FTL diary: one desperate battle in a brilliant spaceship management game