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.
By me. Uses Adaptive Images by Matt Wilcox.
Hi! Here’s the game we’ve been working on for 6.8 years!
You can see the launch trailer and all the details on the store page, but for some reason what I feel like sharing here is the very quickly knocked together trailer I made for the developer commentary, which comes with the Special Edition of the game. It just feels like the sort of thing long time blog followers might jibe with.
Oh, and I’m really proud of these quotes, so I’ll put them here for posterity!
It’s snowing, and I have a mic that make me audible outdoors!
So I got mildly snowed on while I rambled about board games as roguelikes, what matters when making games ‘different every time’, and how Dune Imperium pulls it off so well.
Blundered into a board game design lately, and it’s coming together. Here I am talking about it on a cold, sunny, noisy (sorry) day! Will show it in action once some little rules things solidify.
Update: Unity have since walked back the worst part of this threat: those of us using older versions won’t be subject to the new terms unless we upgrade. As far as I understand, there aren’t new terms that would prevent them from pulling this same trick in future, but the fact that the outcry turned them around to this extent is a big relief for me. It suggests we at least have time to finish our current game, and do any essential patching, before they get desperate enough to try something like this again.
Unless there’s a legal guarantee of being able to stick with the terms that came with the version of Unity you use, though, this attempt at a scumbag pressure tactic leaves Unity a very risky prospect for future projects.
Original post:
Last week, Unity announced that they will soon start charging developers $0.20 each time their games are installed, past certain (high) thresholds. This came as a surprise to me and a few thousand other developers who chose Unity, invested in it, and paid for it in large part because they told us they wouldn’t take any of our revenue.
The reaction has been huge, but it’s not clear yet if Unity will make it right. The hasty, vague, conflicting clarifications they’ve offered all seemed aimed at reassuring people “No no, we’re not gonna steal much of your money, because you won’t be successful. Our plan is to steal that guy’s money.”
That’s not my issue, so I just wanna spell out exactly what my issue is. Continued
My chess variant stalled a while, cos I rarely felt like coding when my work day was done. So I bought a chess set and some plasticine to try some ideas lo-fi style. What follows is how my first game of this iteration of Scavenger Chess played out.
Firstly, of course: many folks I like and respect love chess, and I’m happy for them and have no interest in persuading chess fans to like it less or want something different. But it’s not for everyone, and I’m one of the people for whom it’s not. So what I’m interested in is: what needs fixing to make it a game I enjoy? And if you did that, who else might enjoy it?
I am gonna call these problems problems, though, because it gets exhausting to say “possible areas where there’s scope to broaden or mutate its appeal to a different set of people, without wishing to detract from or disparage the great enjoyment many already draw from the game as it stands.” And because some of them, from my perspective, for players like me, with all the caveats above, seem incredibly fucking stupid. Continued
Badminton is the best sport – and I’ve tried easily six of them. Here’s what’s good about it:
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: Continued
Update: Applications are now closed! It’ll take some time to go through them all.
Update: We’ll continue taking applications for the composer position until noon Pacific Time on Wednesday this week! This link should tell you when that is for you.
Original post:
We’re looking for a composer to handle the music for Tactical Breach Wizards!
We don’t care about years of experience or prestige of prior projects, all we need is to hear some of your existing work – whether it’s personal or professional. You don’t need to have worked in games before – the game-specific concerns are outlined here so you can judge if they’re gonna be a problem.
Instructions for applying are at the bottom of this post, but first I’ll give as much info as I can about the job: Continued
I thought it would be an interesting game design challenge to come up with a single player game you can play with a regular deck of playing cards. My first try, about a month ago, didn’t work. But on Sunday I had a new idea, and with one tweak from me and another from my friend Chris Thursten, it’s playing pretty well now! In the video I both explain it and play a full game. I’ll write the rules here, but they’ll make more sense when you see it played: Continued
Nowhere Prophet has a power where each turn you can choose 1 card from your hand to discard, and draw another to replace it.
Slay the Spire has a power where you draw 1 extra card per turn, then must discard 1 of your choice right after.
Slay’s power is straight up better: you get to see what the new card is before deciding what to discard, which both lets you factor it into synergy considerations, and allows you to discard the new card itself, if it’s worse than what you have.
But experientially, Nowhere Prophet’s feels more positive. You’re presented with a hand you can keep, or if you like you can get a do-over on the card you like least. Doing nothing is fine, but if you see a bad card you can chuck it for good odds of a better one. Yay! Continued
Talking to people at GDC and Rezzed, especially people just starting in game dev, made me realise I’ve accumulated a load of non-obvious knowledge about how Steam works and how best to use it. Info like this tends to get passed around between established devs, at events and in closed circles, but newer devs and those excluded from these groups don’t get access to it.
Everything marked ‘info’ was either learned by me first hand, or told to me by Valve at events with the express purpose of getting this kind of info out to developers, without request of confidentiality. I say this because I do also get told things confidentially – none of that is in here. Continued
Heat Signature is one Space Year old today! To celebrate, we’ve released a big free update we’ve been working on for five months, with over 20 features – including our own twist on a Daily Challenge.
Click through for details on each:
I’ve been tweeting GIFs of a game I’m prototyping in Unity for a while now, codenamed Tiny Ex-Cons, and recently did a video blog about the core elements I’m hoping to combine if I go ahead with it.
It’s too early to know if this is my next big project or not – my prototype doesn’t have enough to prove the concept yet – but I do want to start showing more of it. And I’ve been holding back part of the concept, and indeed the name. It’s not hard to describe, but it’ll only really work with the right art, so I didn’t want to talk about it until I was sure that side of things would work.
And hey, you know who’s good at art? Gunpoint and Heat Signature artist John Roberts! So he’s joined me again and sketched out some ideas for this new concept. Which is… Continued
I reshuffled this post a bit so I can link this part more easily:
It’s been great to see how much people are loving this very silly weapon, and how excited people are to send us shots of them finding it. One thing I didn’t forsee was that for a small number of people, it could cause anxiety: the fear of missing out, or even when they have it, the fear of somehow losing it. So we’re going to simplify it: Continued