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.

   
 

Generating Locks And Keys In Heat Signature’s Ships

My summary of where we are after the last ship-generation post would be:

  • The Drunk Snake is probably the best algorithm so far, for generating the amount of branching and length of critical path we want while looking fairly pleasing.
  • But! There’s a lot of room for improvement.
  • But! Improvement is getting harder: we don’t have a huge amount of control with these types of algorithms, so we can’t fine-tune things precisely without a big rewrite.
  • And! We don’t know enough about our requirements to get really fussy yet – maybe some things that seem bad now will be good when we have certain security devices or guard patrols in.

Continued

Laying Out Heat Signature’s Ships: Snakey Vs Branchy

Last time I covered how I taught Heat Signature to build ships out of sectors, join those sectors together, lock some of those doors, then place keycards in the right places to ensure they’re all openable. I’d got the algorithm generating layouts like this, which is great: Continued

Teaching Heat Signature’s Ship Generator To Think In Sectors

I haven’t talked about the way I randomly generate spaceships in Heat Signature since this post – before it even had actual art. That’s partly because I’ve barely touched it since then. I showed the game to developer friends and the press in LA and SF a few weeks ago, and got lots of great input and ideas, but the main thing I came away thinking was: the on-board game needs to be more interesting. And I think better ship interiors are the foundation of that. 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

Randomly Generating Simple Spaceships In Heat Signature

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