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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

Gunpoint Music Submissions Update

Thank you so much to everyone who’s sent in samples for Gunpoint’s music! It’s been exciting to sit here listening to all this awesome work. Some people have asked for a) a deadline and b) a bit more guidance. I mentioned Monday on Twitter – I’d like to extend that to Friday the 23rd of December, since I won’t have time to go through everything thoroughly on a weeknight anyway.

As for b), I don’t want to get too specific about genre or style, because the great thing about this process is that people are always surprising me with things I wouldn’t have thought would work, or just hadn’t considered at all. I will say that you need to put it over the gameplay video, and if your music doesn’t ever change in response to what’s happening in the game, it’ll probably lose out to something that does.

When you’re done, uploading it to YouTube and posting a link in the comments here seems to be the best way to get it out there. E-mailing me a download link is fine too though. I’ll see it either way so you don’t need to do both.

To help out as much as I can, I want to pick out some to he submissions that have come in so far and point out specific things that are awesome about them. This isn’t a best-of list, I won’t decide stuff like that till all the submissions are in. There are some great ones I haven’t included here because they’re just generally good, or because the thing they do well is already covered here.

C418

C418 worked on something called a Minecraft? I am stunned and immensely flattered that he made a sample for Gunpoint, and stunned and immensely excited by how good it is. A few people on Twitter said things to the effect of “Contest over!” – that’s not true. I’m serious about the open submissions idea – if John Williams, Jeremy Seoule and Jesper Kyd sent in samples too, I’d still listen carefully to every submission anyone put their time and effort into, and give them all a fair chance.

http://www.youtube.com/watch?v=hCUzFIPNVw0&w=500&h=284

The two things I love most about C418’s take are a) the clever transitions between indoors and outdoors – not only adding an extra layer when you go inside, but muffling the music when you leave again. And b) the beautiful crosslink music, and the natural way it builds onto the existing track – I get excited thinking about how switching in and out of crosslink could feel like composing your own music on the fly.

HyperDuck
http://www.youtube.com/watch?v=tHKPctb6WIo&w=500&h=284

HyperDuck’s take is a great example of subtle game music, focused entirely on atmosphere and tone. There’s a fantastic heartbeat pulse when you pounce a guy, which fades after just the right amount of time. And the tinny muzak in the elevators is hilarious.

Ryan Ike

A really stylish old-school take, gorgeous upright bass. There’s a huge upkick when you’ve completed your objectives – it might be too dramatic for some levels, but it’s a really cool idea to give the player a “Let’s get out of here!” vibe without actually imposing a hard time limit. It’d also be great for when a gun goes off – at which point there really is a time limit.

RAEV

This is just one track at the moment, but I love the mood of it, and the way it can turn from an anticipatory, suspenseful tone to an exciting action one smoothly.

John Robert Matz

[soundcloud url=”http://api.soundcloud.com/tracks/29664976″]

John also made a video, but it’s the full version of this song he wrote for the menus that I want to highlight. It’s a gorgeous, lonely piece of brass, the kind of sad, sinister track you’d hear in one of LA Confidential’s darker moments. If this started playing when you died, I’d probably sit and listen to it before reloading.

Ben Schwartz

[soundcloud url=”http://api.soundcloud.com/tracks/30169493″]

As Ben says himself this piece isn’t really a soundtrack, I’m just including it here because wow, what a great track.

Apologies if I haven’t mentioned yours – it doesn’t mean it wasn’t awesome, because that list would be very long. Thanks again for all your hard work, and sorry if you asked for a reply and I haven’t sent one – my backlog is so huge that I may just have to come to terms with seeming rude to some people. I’ll try to keep up with posts like these to give as much feedback and detail as I can.

The Game I’m Not Making This Weekend: Red Snow

It’s Ludum Dare this weekend, a regular competition to make a game from scratch in a weekend. I don’t have two days spare, but I do have two hours and a cup of coffee, so I’ll pitch you the game I would make if I could.

The theme is decided by a vote, and ‘Alone’ won. However, ‘Kitten’ was also in the final round. It got more down-votes than any other theme, but I can’t help wanting to combine the two. Here’s my idea:

RED SNOW

Top down view of snowy tundra. You are a badly drawn TINY KITTEN that scampers towards the mouse cursor, kicking up snow and leaving messy pawprints. It’s a zero button game: all you do is move the mouse.

If you stray far from where you start, you’ll run into a villager or two. They stop when they see you, and run to the north if you approach. They’re faster than you, so you can never catch up to them.

The further north you go, the more villagers you’ll see. They all run away to a village to the north, but if you get close to the village itself, they’ll flee that too. If you chase them, you’ll reach a cliff edge. The villagers will stop at the threshold, but if you come close enough they’ll throw themselves over to get away from you.

The other side of the ravine is a sheer wall of ice, in which you see blurry reflections of the villagers you’re chasing into the chasm. But your own reflection is wrong: far too big, dark and spiky. A rough silhouette of that more monstrous shape appears over your usual badly-drawn kitten avatar, and gets stronger the longer you spend in the presence of your reflection. Eventually, the kitten fades away entirely and you see yourself as the monster you are.

After that, there’s a small chance you’ll encounter smaller villagers who can’t run as fast as you. If you get close to one, you automatically pounce on it and rip it to shreds in a spray of blood, and you’re unable to control yourself until you finish devouring its remains. After that, any time your cursor is directly over a villager, you’ll accelerate to chase it down and eat it. The more you eat, the faster your hunting speed.

If you do kill a villager, there’s now a chance that the villagers you meet in future will throw rocks at you before running away. The more you kill, the more will try to fight you. The rocks knock you back very slightly, so if more than a couple are pelting you, you can’t catch up to them and have to run away.

After the first few, rock hits will make you bleed steadily, leaving a trail of blood in the snow. The bleeding stops if you eat a villager. If you don’t stop the bleeding, your monstrous image starts to fade and the kitten returns, still bleeding.

If you leave the villagers alone, or you kill them all, you’ll end up alone in the snow. After a while alone, your beast appearance fades and you start to see yourself as a kitten again. The screen gets darker as night closes in, and the kitten starts to tremble and turn blue. Eventually, its scampering slows to an unsteady crawl, it lies down, goes still, and is lost in the dark blue snow as darkness closes in.

“The feel-good game of the decade.” – IGN.com

 

More On Making Music For Gunpoint

In the trailer I put up last night I said I’m open to suggestions for music for Gunpoint, then claimed there’d be a version of that trailer without my voice here on the site. There wasn’t! There is now!

Gunpoint Trailer 2 – Game Audio Only (350MB)

So if you’re interested in doing music for it, I’d love it if you could add what you think is appropriate to this version of the trailer.

I’m mostly open-minded about what the music should be like, but here are a few thoughts I have on it:

  • You’re a spy, and it’s a stealth game. It needs to be quiet most of the time – possibly silent. I don’t think constant music is necessary, certainly nothing too busy or active.
     
  • Music can be triggered by in-game events, but obviously you need to know what specifically it should respond to – it can’t just be “Action” without a clear idea of what defines that.
     
  • Gunpoint’s set in the near future, with some silly gadgets, but also tries to be noir-inspired wherever possible. So electronic stuff is cool, and lonely sax is cool, but by no means compulsory.
     
  • A light touch is good. I’d rather people not notice the music than notice when it doesn’t fit.
     
  • I’m personally not wild about chiptunes. I’m open to it, of course, but I’ve never heard anything chiptuney that feels like a good fit for this style, to me.
     
  • The flow of the game will probably go:

    Mission: leaping around a building, looking for a way in, avoiding detection.
    Mission: Pouncing on a guard or two – sudden bursts of violence that’ll usually be contained and go back to quiet sneaking.
    Mission: reaching your objective, getting what you want.
    Mission: escaping – not usually to a time limit, but there’s generally a quick way out.

    Dialogue: debrief with a client, they react to your missions, you choose dialogue options.

    Menus: buying new gadgets, upgrading gadgets, reading briefings and choosing your next mission.

    Dialogue: briefing with a client, you choose dialogue options, ask questions.

    Then back to a mission.

If Gunpoint ends up being free, I can’t pay you anything. Sweet deal, I know! If we do end up charging for it, and you end up doing the music, you will get a share of it. I should warn, though, that it’ll be a very small share – I have to prioritise the stuff the game wouldn’t work without. Basically, for God’s sake don’t do this for the money.

Gunpoint Trailer: Let Me Talk You Through Some Ridiculous Solutions

It’s been eight months since the first Gunpoint video, and it looks rather different now, so I’ve made a new trailer. I’ll talk you through the basics and then some of the most complicated solutions I’ve come up with, just to give you an idea of the stupid stuff you can do when you mess around with Crosslinking.

YouTube HD

Something I forgot to mention in the blurb at the end: if you write about games and want to write about Gunpoint, please do get in touch and I can send you a playable build next time I have one ready for previewing. It should be pretty soon now. Also always up for answering any questions and stuff. People who write about games are probably the best people on Earth.

In the video I ask if you think Gunpoint seems like it’s worth money. If you have an opinion, let me know in the comments here! I am trying to figure out the right balance between being a) nice b) fair and c) not an idiot.

Gunpoint Is Delayed, Level Design Is Hard, Choice Is Weird

With a comical inevitability, I have to admit I can’t see Gunpoint being ready for Christmas. Lots of elements I think of as ‘done’ aren’t really ready, and finishing each of those seems to take about as long as coding them in the first place. Then there’s level design.

Level Design

I’ve been mentally filing levels under ‘content’, stuff I already know how to produce and which just needs a little grunt work to churn it out. I’m now discovering that it’s really more like the game systems: something that shapes the experience so fundamentally that you need to get it in early and keep tweaking and revising it as you go along.

I’ve also learnt a lot about the difference between a puzzle game and something more open ended like Deus Ex, and some of it really surprised me.

In the first prototype that included the Crosslink device, you could literally link any device to any other. It was fun to mess around with, but there was no game there really – as I think all testers noticed, you could stand by one light switch and just wire it to everything else you wanted to change.

It was never going to stay that way, I knew how to shape it: I put some devices on different coloured circuits, ones you can’t rewire until you reach the right circuit box and tap into it. That let me design puzzles: proper obstacles to your progress that you have to think your way around, tapping into the right circuit and finding ways to get to the next one.

I guess I just assumed that was level design, because when I sent out the last build I realised I’d pretty much ended up with a straight puzzle game. Sometimes it works, other times it feels like it’s just keeping you busy: you have to get to this circuit box to progress, and there’s really only one way to do it. If figuring out that method isn’t interesting, the only fun is in the basic interactions: pouncing, punching, executing chain reactions, knocking people off rooftops and through windows.

Alternate Routes

I should probably be happy with that. I asked testers what they’d give the game if they were reviewing it, and the overwhelming majority said 8/10. Even accounting for a large positive bias in the selection process, that’s way better than I was hoping for.

But I still want it to be more than a puzzle game with punching. The point of the Crosslink mechanic is to let the player be creative, and I feel like I must be able to do a better job of that.

So I tried designing a new level with a completely different philosophy: make a building, not a level. Just make sure there are at least two routes to every objective and sub-objective.

It was terrible. It might be the worst level I’ve ever made. It felt like the game was just broken – you keep asking yourself “What’s this room for? Why would I want to go there? Wait, I’ve completed it? Did I cheat?” It wasn’t easier than the other levels, it just felt like most of it was misleading or irrelevant.

The Problem

I tried it a few other ways and kept running into the same problem:

If a puzzle has one solution, it’s only really fun to solve once.
If a puzzle has more than one solution, one of those solutions will be easier or more obvious to the player.

So, you just do that one. Even if you notice the others, they add nothing: it feels pointless to take a longer or harder route, even if it involves some interesting tricks.

This really surprised me. I’ve always thought the opposite: that alternate routes are always valuable, even if you don’t take them, because you appreciate having options. Nope! Sometimes alternate routes are just noise. Sometimes having a lot of options just makes it feel like there isn’t really an obstacle at all, so getting past it feels more like a commute than a challenge.

So why do I enjoy taking alternate routes in Deus Ex? Why don’t I always go for the first or easiest one?

Honestly: because it sucks. In Deus Ex the shooting is intentionally bad, and even in Human Revolution, the cover shooting is nothing like as cool as the stealth. Deus Ex doesn’t offer you choice by presenting you with door A and door B. It presents you with a really difficult and awkward door A, then says “Oh no! I can’t believe you found a vent!”

Choice

Choice, I think, needs to be a fuck-you from the player to the designer.

You have to see and understand what you’re expected to do, and make a personal decision to reject it. Either because you just don’t like it, or because it doesn’t fit with the play style you’ve chosen.

In Gunpoint, that means I actually do want one clear solution to each puzzle. I just need to give you the power to override it and do things your own way if you want to.

I haven’t finished figuring out my full solution to that yet, but here’s what’s working well so far:

1. Reworking levels at least twice

All my favourites are old ones that I’ve changed bit by bit, adding sneakier possibilities as they occur to me, and encouraging fun situations I found myself in when testing. Pretty much by accident, these have one clear solution and a bunch of ways to bypass it.

2. Play style incentives

I’d already planned for clients to have optional requests – “There’s an extra $200 in it for you if you don’t hurt anyone.” Now that I’ve put these in, they add complex, tricky and ever-changing routes through the levels that I don’t even have to design. Avoiding guards is almost always possible just because you’re so mobile, but it’s much harder than taking them out. It’s not a fuck-you to the client, but it’s a fuck-you to the conventional design of the level.

3. Gadgets

I’ve added some tools you can buy which can let you shortcut certain types of puzzles, and set up more elaborate chain reactions and traps. The Transfuser, for example, lets you connect two things that are on different circuits, with a pretty blended wire that shades between their different colours.

4. Persistent consumables

These gadgets have charges, and your total carries over to future missions. So sometimes the shorter route has a cost associated with it, and it’s up to you when you think it’s worth it.

5. Upgrades

You can upgrade lots of different aspects of your kit to suit different playstyles. If you go for one heavily, you can sometimes get past obstacles with the method they’re designed to stop. The Deathfluke, for example, repels a percentage of the least accurate shots fired at you. Upgrade that and your jumping speed enough and enemies have a hard time hitting you, letting you get past them in some situations you’re not meant to.

So that’s partly why it’s taking longer. I’ve got five or six levels that need designing from the ground up, and six or seven more that need a few more iterations to make them more flexible and fun. Then there’s the little stuff, like creating a scripting engine for story events and writing the entire game.

Truthfully, I have no idea how long that stuff will take me. Lyingly, let’s say March and I’ll let you know when that seems impossible too. If you’ve mailed me about testing, I should have a version for you in December.

Listening To Your Sound Effects For Gunpoint

I asked if people wanted to make the sound effect for when you switch into Crosslink mode in Gunpoint, the view from which you can rewire how everything works. People did! Thanks, those people! I’ve made a video of me listening to some of your sounds, and reacting with a mixture of delight, horror and confusion. Continued

Maybe You Should Make The Crosslink Noise For Gunpoint

Competition / unpaid labour time! In Gunpoint, you break into buildings by rewiring things to each other. You switch to Crosslink mode, the blue outline view below, and drag connections from one device to another to link them.

I want a really satisfying, fun, excitingly electronic noise for when you switch into this mode. There’s a great web app called BFXR by Dr Petter and the incomparable increpare, for doing stuff like that. You just hit the randomise button a lot, drag some sliders around, and you can ‘Copy link’ to send it to someone as a URL. Here’s a weird one I just made.

Since that’s how I was gonna make the Crosslink noise anyway, and it’s easy to do, I thought it might be fun to see if you wanna come up with something yourself. Have a play around with BFXR, then when you’re happy with it, click Copy Link and send the URL to me – either via e-mail, or as an @GunpointGame reply on Twitter.

The only prize is making Gunpoint slightly better, getting your name in the credits, and sorta feeling like you did something today, if you don’t already. To be totally clear: don’t send me a link to your sound unless you’re happy for me to use it. That would be weird.

Gunpoint: Coding

Programming is not what I’m naturally best at, and while it’s generally been easier than expected on Gunpoint, there is some friction. Some things are hard, and if you hit a hard thing after successfully coding lots of easy things, it seems maddeningly unfair.

You slip into a mindset where you expect things to work, which makes you angry rather than confused when they don’t. I’ve had to start spotting this mindset when it crops up, and taking a long, relaxing break before I go any further.

When I come back, I have to change gear. And the most useful way I’ve found to think of it is this:

Your game is fucking deranged.

It has completely lost it, and you have to be expect every sensible instruction to be met with screaming, preposterous bullshit.

Programmer: Hello Game, how are you feeling? I’d like to make this object stop when it hits a wall, if that’s OK with you.

Game: GRAVITY NO LONGER EXISTS!

Programmer: What?

Game: Every lightswitch in the world will fire a single red laser at one man’s head, and that man is… HIM!

Progammer: OK – I’m not sure how that’s related, but I’ll look into-

Game: I DON’T KNOW WHAT SPACE IS!

Programmer: The key, or…

Game: SPACE! SPACE! HORIZONTAL CO-ORDINATES! I have over five thousand references to ‘x’ and I’ve NEVER HEARD OF X.

Programmer: That’s… that’s how far right things are, Game. It’s the first thing we learned.

Game: NO! It’s a room! A room with a box, and a photocopier, and a lighting error, off the corner of Baker and 45th.

Programmer:

Game: X IS A ROOM!

Programmer: Ohh, I actually did change the name of an old test level to that for a moment, I guess that’s what’s getting you confused – I’ll fix it.

Game: PRANKSPASM IS UNDEFINED!

Programmer: That one I’ll give you.

Gunpoint In The Press

Gunpoint got lots of wonderful write-ups when I put up the first batch of shots two weeks back. In fact, the reaction took me by surprise a bit, and I’ve been struggling to keep up with all the interesting e-mails that have come in since.

I wasn’t expecting anyone to cover this, so I didn’t really talk to anyone beforehand. If you work for a site or mag and are interested in covering Gunpoint, just drop me a mail at pentadact@gmail.com.

I’m always happy to sort you out with a recent build so you can have a play, and answer any questions. I managed to do this with Ars Technica, so their piece is a preview. Here are some quotes from that, and some of the other lovely words people wrote about Gunpoint.

Gunpoint hands on: an intelligent indie spy thriller—with breakable glass

“Guns actually introduce tension into the game, which is a rare thing in modern action titles… In minutes I felt like a capable killer, and began skulking around each level like a pro. The full release can’t come soon enough.”

Ars Technica

 

Gunpoint Points Out Its New Look

“In between murdering trees and optimising for search engines, Tom’s drafted in some artists to dramatically overhaul the game’s look, which results in the rather eye-catching, Flashback-y aesthetic…”

Rock, Paper, Shotgun

 

Secret agent indie Gunpoint makes being an electrician cool

“From plumbers and farmers to … Noids, video games have a long tradition of elevating blue collar jobs to rockstar status. Now, after eying these new Gunpoint screens, it looks like we’ll be adding “electrician” to that list when Tom Francis’ secret agent game arrives this Christmas.”

Joystiq

 

This Indie Game is Giving me Flashbacks of, Well, Flashback

“It looks wonderful, in a “Deus Ex meets Canabalt” kind of way. It also helps the game has photocopiers. I love games with photocopiers.”

Kotaku

 

Stealth Platformer Gunpoint is Looking Mighty Fine!

“Gunpoint looks absolutely glorious.”

IndieGames.com

 

Gunpoint’s Graphics Now As Awesome As Its Concept

GameSetWatch

Gunpoint Screenshots

This is a split shot showing how the same level looks normally and in Crosslink mode. Crosslink mode is what you switch to to rewire the electronic bits of a building: you can see what everything’s hooked up to, and drag these connections around to make the level work the way you want it to.

Gunpoint Steam Screenshot 6

Gunpoint Steam Screenshot 1

Gunpoint Steam Screenshot 2

Gunpoint Steam Screenshot 3

Gunpoint Steam Screenshot 4

Gunpoint Steam Screenshot 5

Everyone in Gunpoint dies in one gunshot – even you – and the guards are extremely accurate. A good plan doesn’t involve giving them the chance to shoot at you. This – this was a bad plan.

The colours that devices glow tells you what circuit they’re on. Things on different circuits can’t be linked to each other, and some high security circuits require you to get to their circuit box and tap into them manually before you can rewire stuff. There’ll be a colourblind mode where circuits are distinguished by symbols, too.

If you can get the jump on them, you can throw yourself into guards pretty hard. Windows won’t stop you.

Guess I got shot a lot testing this level.

You can use Crosslink mode to set up ridiculously elaborate chain reactions, and even infinite loops of devices triggering each other. I try to make sure that the super advanced stuff is never necessary to progress, but there are always extra things to achieve with finesse solutions. This one isn’t a finesse solution, it’s just me connecting a bunch of shit up to make the wires look pretty.

You slide a bit when you land from a powerful jump. I don’t have anything intellectually interesting to say about this, it just feels really cool – particularly if you slip off the edge of a roof and land flat on your face.

How It’s Fucking Going

Gunpoint Art Progress

Got three levels done and the bare bones of the environment art for this setting in. It’s pretty far off the lovely mock-up right now, but already it feels awesome to be working with stuff that looks good. I’ve never built anything that didn’t look like a programmer’s prototype before.

Gunpoint Art Style Mockup

Edit: This isn’t new, just separating it out from this so it can live on the new Gunpoint site.

Gunpoint’s at a really exciting stage now – character animation for the player and the basic guard type is done, so the game has a lot of its final ‘feel’. And John’s just passed over the first set of environment art, along with a mockup showing all of it crammed into one showcase level – a real one would be less busy. And check it the hell out (click):

It looks way too good. Now I feel like I’ve got to make a proper game or something. The background is obviously just a stretched version of Fabian’s original at the moment, but the rest just looks done. Which means I’m way behind on the coding side of things.

So by the end of this weekend, I want to have all of Gunpoint’s Act One working: that’s the first for or five levels, which mostly use this tile set. It’s sort of about escape anyway, come to think of it. By the end of them, the player should understand all the basic mechanics and have played around with crosslinking a bit – enough to see the point of it.

It’ll also kick off the plot, and resolve the most immediate part of it, but how much of that will work at this stage I don’t know. I’ll certainly get the actual dialogue in there – so far, writing has been the easy bit.

The Escape Game I’m Not Going To Make This Weekend

The 48-hour game-making competition Ludum Dare is back on this weekend, and the theme is Escape. This is the 21st compo – I entered the 19th with Scanno Domini, and regretted not entering the 20th.

Gunpoint’s at too exciting a stage right now to take time off from it. If I was making a game about Escape this weekend, though, here’s what it’d be.

Escape Velocity

You’re a small escape pod with a single thruster, jetting around an infinite randomly generated space. Planets of randomly generated size attract you with their gravitational pull. If you land on one, you’ll find your thruster isn’t powerful enough to let you escape.

You can, however, press down to burrow through the crust of the planet into its gooey core. Your pod automatically sucks up the molten minerals in the centre of the planet to use as fuel. The bigger the planet, the more intensely its fuel burns, and therefore the more powerful your thruster can get if you suck up its whole core. It’s just enough power to escape the gravitational pull of a planet this size, so from now on you can escape any planet that isn’t bigger than this one without boring to its core.

As soon as you start sucking up a planet’s core, though, it becomes unstable and will soon explode. It also gets lighter, reducing its gravitational pull. You have to judge how long you can afford to keep sucking up its core before you need to start escaping. The longer you suck, the more powerful your thruster and the weaker the gravitation pull it has to overcome, but the closer you get to the planet’s detonation.

You have to leave the crust through the hole you made on your way in, or take a second to drill a new one. Provided you get outside the fatal radius in time, you can ride the blast wave of the explosion for a speed boost that’ll last till you next hit a planet, or thrust in a different direction.

You’re trying to get to the galactic core, a direction indicated on-screen, by progressively increasing your thruster power and armour to increase speed and skip more and more planets on the way. You want to get there to suck the whole thing up and use it as fuel to escape spacetime or whatever THE END.

You Can Now Knock Guards Through Windows

If you jump at them hard enough. I forgot the guards would need a falling animation for this, so it wasn’t on John’s list. It’s cool though, I’ve got it covered.

Update: John’s proposal to fix this:

Update: What we actually ended up with.