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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

Void Bastards Vs Heat Signature: A Completely Objective Analysis

Note: this was written around the time Void Bastards was released, but languished in my Drafts for years because I’d planned to make it longer. What’s there all still makes sense to me though, so I’m just gonna make it about the 3 things I did cover and throw it out there:

Void Bastards is a roguelike first-person shooter about boarding randomly generated spaceships. I designed a top-down roguelike about boarding randomly generated spaceships, so it’s interesting to see how the two games tackled the same issues differently, and how well their solutions worked out! I picked three:

Progression

Starting with this because I think VB absolutely aced it and HS did not. In a roguelike context, I’m using ‘progression’ to mean anything persistent you unlock or earn – how the outcome of one life can potentially affect those that come after.

In Heat Sig, doing missions gradually lets you ‘liberate’ space stations, and liberating stations permanently unlocks new items in the shops. I’m very happy with the items themselves, and how they support new playstyles, but you can find any and all of them from the start, as random loot. So the shop-unlock reward was never as strong an incentive as I’d like.

I considered the alternative, of course: holding these items back entirely until they’re unlocked. But the cost was too high:

  • Having a limited pool of loot for hours.
  • Having no Choice Glimpses to know if an item is worth working towards.
  • And potentially missing the game’s best gadgets if we fail to describe/present them to you in a way that fully conveys their value – which we would.

Progression in Void Bastards is one big screen of unlocks and upgrades, which you earn by acquiring particular crafting ingredients then choosing which to spend them on. Unlike Heat Sig, weapons you haven’t unlocked yet are completely unavailable to you, but it avoids most of the problems I feared in a few ways:

  • You never actually find weapons or gadgets on the ships you board, only crafting materials. This gets around the ‘limited loot pool’ problem in the early game, because materials are inherently valuable and what they might ultimately get you is unknown and unlimited. That makes it feel good to find them even before you have enough to unlock anything at all. They’re also persistent between lives, so you’re always ‘spending’ temporary resources – ammo and your life – to gain permanent ones – another good feeling.
  • While you’re mostly finding ‘materials’, in their hundreds, each ship also has a single special ‘part’. Every upgrade is built from just 2 or 3 specific parts, and materials are only useful in that you can spend hundreds of them to craft a part you need to unlock something. Finding the part itself is much, much faster. But because they’re only used in specific unlocks, the random selection of parts you come across gives you a big headstart for a random selection of upgrades. This partly solves the “Didn’t unlock it because it didn’t sound good” problem – you might not think the Nebulator sounds cool, but if you come across one of its components and can afford to craft the other one, now that unlock is temptingly close while the Armour upgrade you’re really interested in is a long way off. And if you find both parts, unlocking the Nebulator doesn’t even cost you anything you could spend on the Armour upgrade anyway.
  • Many of the upgrades are just massive boosts to your effectiveness, which gives them a powerful desirability that isn’t susceptible to the “doesn’t sound good” problem. Most weapon upgrades double or triple its damage output. An armour upgrade can nearly double your health. That’s an easy sell. We didn’t do this in Heat Sig because a) we don’t have damage or health, as concepts, b) in a game where gadgets and weapons are the drops, there’s danger in letting the player persistently get more powerful – finding that stuff becomes less special, c) I would have been scared to mess with the difficulty system, which was hard to get right, and d) I didn’t think of it.

Main Quest

I don’t think this was a big focus for either game. In Heat Sig, you’re ultimately trying to liberate 10 stations from each faction and then their strongholds. There is no special ‘content’ to this campaign until you finish it, then there’s a short scripted scene.

Void Bastards goes a bit further: you’re tasked with crafting an item, and when you do, there’s a short comic-book cut-scene explaining why this didn’t solve your predicament and why you need the next item. That cycle repeats 4 or 5 times, then the game ends.

Void Bastards’ presentation is slicker and these scenes give them a place for some jokes, but I actually prefer Heat Sig’s system because of one key difference: in Void Bastards, progress towards completing the game must be made instead of progress towards unlocks. You gather materials and parts for these plot items instead of gathering them for unlocks you want. In Heat Sig, you do both at once – the stations you’re liberating to work towards your overall goal are also unlocking new gadgets as you do so.

This meant VB’s extremely compelling unlock system actually worked against its main quest, for me. I was so excited to get new weapons and make my favourite ones more powerful, that the prospect of diverting my efforts towards mere completion was really unappealing. For all the same reasons it felt especially good to earn unlocks, it felt especially bad to spend those same resources and earn nothing.

Ship Systems

This is an area where Void Bastards reminds me more of my early plans for Heat Sig than Heat Sig does. Every part of the ship was going to be a different subsystem of the ship’s functionality, and you’d be tinkering with them all to manipulate it. We moved away from that stuff because:

  • We had to de-emphasise the space game, partly just to focus, and partly because some players struggled enough with the controls that adding any extra challenge there would leave them unable to play the game.
  • To give the player intentionality about what systems to visit/mess with, we’d need to give them free run of the ship in a non-linear way, and that tightly constrains how we can design levels to make the critical path substantial/interesting without the ship size getting unwieldy framerate-wise.
  • I worried that whatever universal rules we came up with for what these systems did, it would devolve into the player doing the same thing every time.

So in Heat Sig only one ship system is consistently present and relevant enough that you’ll usually visit it: the cockpit. Many others are present and messable-with but rarely end up relevant.

In Void Bastards, every area of the ship has a purpose and most are gameplay relevant. Early on, my pattern was to always visit the Helm for a map, then use this to scour the ship of loot, stopping by Atmo when I was low on air. Later, some ships don’t have a Helm: on these I’d come up with some logical order to search the rooms, to make it easier to keep track of where I’d been and not. Some ships are powered down, in which case you have to visit Gen first to power them up, before applying the normal strat.

This is a significantly better level of player engagement with ship systems than Heat Sig has. But it’s still a little rote: everything comes down to “If X, then Y”. I think an interesting direction to expand in would be: what ship systems would we need to get the player to feel like they’re making a judgement call each time?

Maybe a system that can clear the tricky but not impossible environmental hazards, like fire and electrical leaks? One that adds a new type of enemy, plus some loot? What if the question we ask you is not just “What order do you visit these rooms in?” but “Which 3 of these systems do you most want to use on this ship?” If  each system you mess with took the ship closer to lockdown, there could be a limit that would push you to make bigger decisions than order of operations.

Here’s Void Bastards on Steam, and here’s Heat Signature.