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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

A Varied Gaming Diet

The posts I’m vaguely writing in my dashboard here are getting very long and game-designy, and I’ve done a lot of that lately. So now I’m just going to tell you about everything I’m playing at the moment.

osmos

Osmos: You are a blob, propelled by firing tiny chunks of yourself behind you. Hit a smaller blob and you absorb it, hit a larger one and it absorbs you. It’s a serene, slow and hypnotic game-ification of some of the most fundamental principles of physics, which at first makes it boring, but later transforms it into something beautiful. One branch of levels involves blobs with gravitational pull, and once you’ve got four of those bouncing around and you turn on orbit prediction, watching the curve of your future motion flex, curl and invert as you drift through the gamespace is an extraordinary glimpse of pure mathematics at its most disarming.

civ4

Civilization IV: Having played Civilization Revolution on the Nintendo DS enough to a) get Civ and b) get that this was a travesty of it, I finally felt less daunted by the full game. So far I’m getting the same absorbing satisfaction from it that I get from Galactic Civilizations, but it feels somehow watered down. It’s just as complex, sometimes more so, but potential sites for cities don’t seem to vary in quality anything like as much as planets do in Gal Civ, and so I’m less inclined to bicker over them. No-one really has anything I want in Civ, and I’m only really crushing them because winning by cultural influence is too dull.

Batman: Arkham Asylum: Can’t talk about this, since I’m playing on PC and have reviewed it for PC Gamer. As a tip, though, I’ll say that everyone should try Hard mode once.

Half-Life 2: Synergy: Graham and I are playing through the whole game in co-op with this – a co-op mod. It also supports Episode One and Two, which we’re hoping to complete around the time Valve at least say something about Episode Three. We just finished Nova Prospekt today.

ai war

AI War: Preposterous co-op space conquest game in which tens of thousands of ships clash over vast networks of up to eighty planets, each of which is as large as a conventional RTS map. I’m still in the tutorials, but the tutorials are good.

Gratuitous Space Battles: Sort of like ‘Space Battle Manager 2080’: you design the ships and fleets but the battles are hands off. I like the concept, but the tutorial is five hundred and sixteen text-box interrupts that I am not even close to having the patience to read, so I have no idea how to play.

tf2-skewered

Team Fortress 2: In which I play a class I like right up until we need to win, when I switch to Soldier. Every now and then, though, you hamstring a Scout mid-air and all is right with the world.

spelunky

Spelunky: I am always playing Spelunky. I’ve now completed it twice in my 1,000 attempts. It’s coming to Xbox Live Arcade.

champions

Champions Online: I’m a level 16 Gadgeteer called Angel of Beth. The game is like City of Heroes after a design-flaw epidemic, and it’s a testament to City of Heroes that it’s still not half bad. I have a more specific post brewing about those two games, and a third imaginary one.