TOM FRANCIS
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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.

   
 

New Heat Signature Video: Galaxies, Suction And Wrench-Throwing

As always, follow it on Twitter or sign up to be told when it’s out, or ready for testing, here.

I also made a short montage of all the ways I fucked this video up in previous takes: Continued

What Works And Why: Nonlinear Storytelling In Her Story

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.

Spoiler-free

Continued

Tiny Design

Tiny Design is a good blog about tiny design choices and why they were (probably) made. A lot of them are things you might not consciously notice, which made me think that there may be others you still haven’t consciously noticed. So here’s one you might not have noticed in Gunpoint! Unless you followed its development, because I tweeted about it 5 years ago. Continued

Why I’m Letting Heat Signature Get Bigger

Here is a video blog about that, and how I’m changing how I think about working on it.

My Idea For An ‘Unconventional Weapon’ Game

I was ill for a few weeks recently, and Ludum Dare happened during it. As usual I wanted the challenge of thinking up an idea to fit the theme, but couldn’t spare the two days to actually make something. The theme was ‘an unconventional weapon’, so I wrote up an idea but didn’t get around to publishing it at the time. Here it is! Continued

A Day’s Experimentation With Heat Signature’s Nebula Generation

John recently did some new sprites for us to construct nebulae out of, and I couldn’t help tinkering with the way we randomly generate your galaxy to make use of them. The ‘galaxy’ is what I call the entire game world, and a single clump of gas clouds within that is a ‘region’. I started with generating a single region from these sprites, combining two colours, then tried generating a bunch of those to make a galaxy. The latter part turns out to look awful if you use more than a couple of colours, so for now they each have a definite theme. Continued

Galactic Zoom In Heat Signature

Heat Signature’s universe has been infinite since day 2 or 3, but until now you’ve only been able to see a meager 35,000 x 35,000 pixels of it at once. I knew at some point I wanted to let you see an overview of the part of space you’re in, a collection of vast gas clouds that I think is going to be called The Grove. But I wasn’t sure if this would have be a map mode or if we could zoom smoothly from one to the other. I’m still not sure if the latter is viable performance-wise, or even if it’s the right way to go, and the galaxy is ugly at the moment, but for what it’s worth I made it and here it is: (CPU warning, mega-GFY!) Continued

From Gunpoint To Heat Signature: A Narrative Journey

Many of you have been asking how the story of Heat Signature follows on from Gunpoint. We can now explain.

Thoughts About Praise And Confidence At GDC And Rezzed

I’ve just got back from sixteen days of travelling: first to the Game Developers’ Conference in San Francisco, then to the indie game show Rezzed in London. I was showing Heat Signature to the press at GDC and to the public at Rezzed, but events like these are also huge meetups for a bunch of geographically separated friends – and people who are very likely to become that. So it’s been more pleasure than business, and the evenings have been as hectic as the days. Continued

Detpacks

Today I added Detpacks to Heat Signature. Here is a Detpack:

Continued

The Cost Of Simplifying Conversations In Videogames

I was really entertained and inspired by this piece of satire, linked in an article by Chris Hecker, linked by Varanas on the Crate and Crowbar forums.

I started thinking out loud about it on Twitter, but didn’t want to swamp your timeline with it, so I’ll paste what I said so far and continue it here: Continued

How To Find An Object’s DrawGUI Co-ordinates In Game Maker Studio With A Rotated View

Update: This was originally a post to ask for help, but now that we’ve solved the problem I’m posting the solution for anyone who needs it, and changing the title to make it more searchable. It’s a function that lets you find where an object appears on-screen, so that you can use the DrawGUI event to draw interface elements over it or annotate it, useful for tutorials. Original post follows, updates and working script at the end! Continued

Video Tutorial: Make A Game With No Experience

I’m doing a series of video tutorials to show you how to make your first game, using the free version of Game Maker: Studio. I’m doing about 1-2 hours a week, aimed at absolute beginners with no experience with writing code. I’m not a good programmer myself, so we keep things as simple, quick and easy as possible, cutting all sorts of corners that would make real programmers who work in teams cringe. But, that’s basically how I made Gunpoint, and that worked well enough, so here goes!

At time of posting the first week of episodes is up – three parts, totalling about an hour and a half. I’m also giving people leeway to experiment with what they’ve learnt, and if they like, they can send in what they’ve created and I can see which bits might fit into the project.

Heat Signature, One Year Later

I started making Heat Signature on December the 1st, 2013. I know this because I released the first video of it two days later. Continued

New Heat Signature Trailer Shows Art, Music, Wrenches And Guns