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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

What I Like About Guild Wars 2

As I mentioned on the last PC Gamer podcast, I’m really getting into Guild Wars 2. It’s the first MMO to do anything for me since World of Warcraft, and the best since City of Heroes. And it’s mostly because of one attitude behind it:

“Yikes, that sounds like a lot of design work. Oh well, let’s do it.” Continued

My Borderlands 2 Review Is Up

“Then there are the robots. I was dubious about how much fun it’d be to shoot metal instead of flesh, which now that I write that down doesn’t make me sound like a particularly great person. But I needn’t have worried. You can’t headshot robots, but their joints are weakspots. If you’re taking a lot of damage from a particular droid’s weapon, you can aim and blow that arm off. Continued

Memories Of Far Cry 2

Just found this in an old screenshots folder.

The Magical Logic Of Dark Messiah’s Boot

George Buckenham invited me on his podcast to tell him about a particular thing about a particular game I particularly loved. I picked a conceptually weird bit of logic from Dark Messiah of Might and Magic that makes kicking people more fun. It’s about five minutes.

[audio:http://nottheinternet.com/bestgamedesign/audio/tom_francis.mp3]

A Successful Spelunky Run

After 223 failed attempts, I have completed the Xbox version of Spelunky. Here’s what happened. I’ll name some enemies and items involved, but won’t spoil how I defeated the final boss. Continued

Shopstorm, A Spelunky Story

I’m so amazingly goddamn rich. A string of gold-studded and jewel-encrusted Mine levels led straight into the Jungle, where two levels in a row left a Bone Idol trivially close to the exit. I barely had to nudge them to get out $40,000 richer, long before the ghost they trigger showed up. And now I’ve found the Black Market. Continued

Spelunky Tips

Spelunky is now out on console box, and is awesome and everyone loves it. I’ve played both versions a ridiculous amount, and brother do I got some tips.

Doubt Yourself

Lots of Spelunky’s mechanics are simple in principle but really, really, really hard to reliably master. When figuring out what route is worth taking, factor in the risk you might screw up and get hit by something. Continued

Why Are Stealth Games Cool?

While poaching some eggs, I tried to explain what’s particularly cool about stealth games. Continued

E3’s Violence Overload, Versus Gaming’s Usual Violence Overload

While frying a piece of fish, I wondered why the violence shown at the main conferences at E3 got to me, despite the fact that I play violent games all the time. Continued

Hey, You’re Not Chell

Portal 2’s beautiful and fun level editor just came out, and already there are 1,787 player-built puzzles for it, and already the simple rating system has lifted some incredible ones to the top. My favourite is Gate: very focused, only a few elements, but genuinely baffling for just the right amount of time. And unlike a few of the other tricky ones I’ve tried, you have to ‘get it’ to solve it, giving rise to the familiar “I’m a genius!” moment.

Let PCG’s Chris Thursten talk you through how to make a needlessly complex level for it.

PRESS RELEASE

UNITED KINGDOM – April 1, 2012 – Intense creative re-focussing has led Gunpoint to be re-invented as a 3rd person cover shooter.

“We’re going to make a lot more money this way”, says morally bankrupt CEO.

(Full credit to our artist John Roberts for this startling change in direction)

(This was an April Fools)

Proteus

“I was fairly sure I wouldn’t like it, because the screenshots don’t look all that inviting. But it turns out that all of Proteus’s magic happens in the three things a screenshot is missing: motion, music, and interaction.”

Played Proteus yesterday, then again last night, and finished it. An extraordinary experience. It’s half game and half song, and the feeling of crafting music through the way you explore a shifting and beautiful world is wonderful, totally unlike anything else I’ve played.

Making Gunpoint’s Save System

Gunpoint’s current save system is rough, but functional if you know how to use it. The game autosaves every ten seconds, and when you die, a message pops up telling you to press L to load the latest one, O to load the one before, or R to start the mission completely. It’s just placeholder, but it’s close to what I want: you should never have to repeat a chunk of progress you’re happy with, only the bit you actually screwed up. Continued

GDC Talk: How To Explain Your Game To An Asshole

I never went to the Game Developer’s Conference as a journalist, but this year I took a week off and flew out to San Francisco on my own dollar to attend it as a developer. I was mainly there to demo Gunpoint for the expo crowds at the IGF Finalists Pavilion, but I was also invited to give a five-minute talk as part of the closing talk of the Independent Games Summit: the Indie Soapbox Session. Continued

Talk To Me, Be Talked At By Me, And Play Gunpoint At GDC

I’m giving a talk at GDC! It’s part of the Indie Soapbox Session at 16.30 on Tuesday, in Room 2003, West Hall, 2nd Floor. Ten of us will give five minute talks, and mine is called: Continued