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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

My SimCity City

The closed beta test of the new SimCity is out, for those in on it. I am! There’s the city I built!

You can see and read about Tyler’s city, built in a different region to the beta, here.

It’s a very demo-y beta: you only get 1 hour before you have to start from scratch. My first one was a single long road, but I quickly discovered that having industrial stuff anywhere near your residential zones poisons everyone and, more importantly, reduces the land value.

So my second town was designed solely to keep industrial and residential stuff as far from each other as possible, to maximise land value. Land value is also higher near the coast, so I put all my first houses there, and put all my value-increasing buildings like town halls and schools a little way inland, to extend the area I could build houses in and still get the most tax out of them.

It seemed to work. I had more demand for new housing than I could ever keep up with, and if there’s any disadvantage to having your garbage and sewage facilities miles away from your homes I didn’t run into it. Since lots of people wanted to move here but couldn’t afford it, I had to intentionally build one housing district in a shittier area: you don’t get to choose house prices, so masses of ideal housing is no use to poor people. Here’s a guide:

Spacey Annotated

It’s been a long time since I played a pure management game, and I wonder if I’ve lost the urge somehow. I built a fair bit more than this before my time ran out, but about 5 minutes before it did, I quit. I built my thing, my theories were right, it seemed to go fine. I’m sure it could be massively improved, but maintaining it and gradually expanding it to fill this arbitrary square wasn’t all that interesting to me.