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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

Adventure Time Game Post Mortem

On the weekend of the 15th, Fantastic Arcade held an Adventure Time-themed Game Making Frenzy. It meant anyone could make a game with Adventure Time characters for the purposes of that compo, which is rare, so I did.

I finished mine at 2am that Monday, left the next day for a work trip, then spent all of last weekend working on Gunpoint, so I haven’t had time to talk about how it went. Here’s how it went!

Firstly, here’s where you can grab the actual game and try it. It’s for Windows. If you’re not using Windows or don’t care enough, here’s a video of me playing it:

I wanted to make an Adventure Time game that:

  • Wasn’t just an existing type of game re-skinned to look like Adventure Time
  • Focused on something unique about the show and central to it
  • Featured both Jake and Finn and in some way reflected their friendship

So I made one where:

  • You play as Jake, and can stretch your legs and your arms with the cursor keys
  • Finn is AI controlled, but you can pick him up
  • You need Finn to fight the enemies
  • Finn needs you to reach the enemies

But I didn’t have time to:

  • Generate randomised enemies from component modules, to keep encounters fresh
  • Have boss enemies with modules like ‘Forcefield’, which would require you to drop Finn behind them to take it out
  • Have flying enemies you had to grab and hold down for Finn to bash
  • Have a Jake Suit mode where Finn would control movement and you control punching
  • Let you grab onto enemy modules and pull them out to help Finn defeat them
  • Have a tiny crown of invulnerability on some enemies that you can bonk off by nudging it, like in the Adventure Time pilot


An enemy visual redesign I immediately undid.

What went wrong

For one, that’s an awful lot unique mechanics and ideas. It’s not a mistake to have more ideas than you’ll be able to implement, since sometimes as you build the foundation, it becomes clear that some ideas are more viable and have more potential than others. But the problem with my laundry list is that there was no one thing on it that I was sure would be fun.

Once I had the stretch mechanic working, I re-prioritised. It felt nice, so it was an easy call to scrap Jake Suit mode, which’d be a lot of work and take you away from the bit that already worked well. I reckoned the biggest gains would be in something that added challenge, since it didn’t have any yet. So the Forcefield thing became my top priority.

This turned out to be a son of a goddamn bitch. It’s easy to make an enemy invulnerable from one side, but really hard to script out exactly what Finn should do in that situation. If he stops attacking, you feel like he’s not trying, and might not even know why. If he carries on attacking, he’s effectively paralysed, and the logic of whether and when you can pick him up and when he learns to stop was super messy and complex.

I still couldn’t get it behaving well after an hour or so, so I tried a different idea for the same effect: fan modules that would blow Finn back. Similar problem – it was hard to fully model Finn’s behaviour in all the possible states this could push him into without him seeming stupid or annoying, both of which were unacceptable.

Ultimately the basic design, where the guy who does all the combat is AI controlled, didn’t lend itself well to having a challenge bolted onto it. If I made bullets really hurt either of you, it was just frustrating, since you weren’t directly in charge of making sure you didn’t get hit.

I decided it was better to have no challenge than a challenge that spoiled what did work: stretching. So I spent what time I had left – half a day – making a tutorial, dialogue system, character progression, random level generator, redesigning the look of the enemies, fixing bugs, and adding the snail that the compo rules dictate must be included.

What went right

Stretching your legs
Is a strange and enjoyable feeling, which was the main thing I wanted to achieve.

Art
Using screencaps for reference, I was surprised how easy it was to make decent-looking sprites of the characters. Some of them I traced directly using layers, others I hand-drew, most were a hybrid, where I had a good base but needed to redraw limbs.

That said, I still knew I wouldn’t have time to do any proper animation, and I wasn’t sure I could make Finn attack stuff convincingly without it. Turns out a ‘charging towards enemy’ pose and a ‘just struck enemy’ pose looked fine – the crudeness of it is funny but not out of character.

In general, too, Finn kinda feels like Finn: super enthusiastic, utterly fearless, always takes the direct approach.

The random level generator
It has almost nothing to work with – there’s literally one platform type it can place, and two types of near-identical enemy. But it gets way more value out of that than I ever could have hand-designing levels, even if I had more than a weekend. And it took less than half an hour to code. I just made a mental list of all the things that should be random about the levels, how they should scale, and wrote out this:

And suddenly my game was infinite, as varied as it could be with one platform type, escalated in ‘difficulty’, and scaled itself dynamically to the player’s current stretch limit – something I couldn’t know as a level designer, since it’s up to you how many ‘Jake bits’ you collect to upgrade yourself.
In Game Maker’s internal structure, the game is actually just one room, and every time you get to the end of it, it reconfigures itself before putting you back at the start.

Originally it was going to end when you collected enough Jake bits to restore Jake’s normal stretch capacity, but since I found myself playing way beyond that, I decided not to limit for the player either. So you can keep boosting Jake’s maximum stretch upgrades, keep playing new levels, and you just get a little exchange between the two of them to acknowledge that they’d succeeded, to let you know it’ll just go on forever if you want. (You probably won’t.)

Conclusions

  • I think my design should have included one element of challenge that I was 100% sure I knew how to implement. Maybe something puzzly, maybe objects for Jake to pick up or switches for him to push. Hinging it all on all this complex enemy interaction left too many unknowns for Finn’s AI – I should have kept thinking until I had at least one idea with less uncertainty.
  • Random level generators are amazing, and easy to make when the ingredients are simple.
  • Any kind of persistent character improvement makes the interaction that leads to it much more meaningful, and again, it’s super easy to implement when the ingredients are simple.

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