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.
I drew up a more specific and honest to-do list at the weekend, and realised Gunpoint is going to be done later than July. I’ve also set up a mailing list called Just Tell Me When Gunpoint Is Out. If you sign up, you’ll get two e-mails now, to confirm it’s your address, and one when the game is released. Continued
Fact Friday: this was Morrisette’s original lyric until Warner Brothers demanded it be changed to spoons and knives because of “What.”
It’s been eight months since the first Gunpoint video, and it looks rather different now, so I’ve made a new trailer. I’ll talk you through the basics and then some of the most complicated solutions I’ve come up with, just to give you an idea of the stupid stuff you can do when you mess around with Crosslinking.
Something I forgot to mention in the blurb at the end: if you write about games and want to write about Gunpoint, please do get in touch and I can send you a playable build next time I have one ready for previewing. It should be pretty soon now. Also always up for answering any questions and stuff. People who write about games are probably the best people on Earth.
In the video I ask if you think Gunpoint seems like it’s worth money. If you have an opinion, let me know in the comments here! I am trying to figure out the right balance between being a) nice b) fair and c) not an idiot.
With a comical inevitability, I have to admit I can’t see Gunpoint being ready for Christmas. Lots of elements I think of as ‘done’ aren’t really ready, and finishing each of those seems to take about as long as coding them in the first place. Then there’s level design.
I’ve been mentally filing levels under ‘content’, stuff I already know how to produce and which just needs a little grunt work to churn it out. I’m now discovering that it’s really more like the game systems: something that shapes the experience so fundamentally that you need to get it in early and keep tweaking and revising it as you go along.
I’ve also learnt a lot about the difference between a puzzle game and something more open ended like Deus Ex, and some of it really surprised me.
In the first prototype that included the Crosslink device, you could literally link any device to any other. It was fun to mess around with, but there was no game there really – as I think all testers noticed, you could stand by one light switch and just wire it to everything else you wanted to change.
It was never going to stay that way, I knew how to shape it: I put some devices on different coloured circuits, ones you can’t rewire until you reach the right circuit box and tap into it. That let me design puzzles: proper obstacles to your progress that you have to think your way around, tapping into the right circuit and finding ways to get to the next one.
I guess I just assumed that was level design, because when I sent out the last build I realised I’d pretty much ended up with a straight puzzle game. Sometimes it works, other times it feels like it’s just keeping you busy: you have to get to this circuit box to progress, and there’s really only one way to do it. If figuring out that method isn’t interesting, the only fun is in the basic interactions: pouncing, punching, executing chain reactions, knocking people off rooftops and through windows.
I should probably be happy with that. I asked testers what they’d give the game if they were reviewing it, and the overwhelming majority said 8/10. Even accounting for a large positive bias in the selection process, that’s way better than I was hoping for.
But I still want it to be more than a puzzle game with punching. The point of the Crosslink mechanic is to let the player be creative, and I feel like I must be able to do a better job of that.
So I tried designing a new level with a completely different philosophy: make a building, not a level. Just make sure there are at least two routes to every objective and sub-objective.
It was terrible. It might be the worst level I’ve ever made. It felt like the game was just broken – you keep asking yourself “What’s this room for? Why would I want to go there? Wait, I’ve completed it? Did I cheat?” It wasn’t easier than the other levels, it just felt like most of it was misleading or irrelevant.
I tried it a few other ways and kept running into the same problem:
So, you just do that one. Even if you notice the others, they add nothing: it feels pointless to take a longer or harder route, even if it involves some interesting tricks.
This really surprised me. I’ve always thought the opposite: that alternate routes are always valuable, even if you don’t take them, because you appreciate having options. Nope! Sometimes alternate routes are just noise. Sometimes having a lot of options just makes it feel like there isn’t really an obstacle at all, so getting past it feels more like a commute than a challenge.
So why do I enjoy taking alternate routes in Deus Ex? Why don’t I always go for the first or easiest one?
Honestly: because it sucks. In Deus Ex the shooting is intentionally bad, and even in Human Revolution, the cover shooting is nothing like as cool as the stealth. Deus Ex doesn’t offer you choice by presenting you with door A and door B. It presents you with a really difficult and awkward door A, then says “Oh no! I can’t believe you found a vent!”
Choice, I think, needs to be a fuck-you from the player to the designer.
You have to see and understand what you’re expected to do, and make a personal decision to reject it. Either because you just don’t like it, or because it doesn’t fit with the play style you’ve chosen.
In Gunpoint, that means I actually do want one clear solution to each puzzle. I just need to give you the power to override it and do things your own way if you want to.
I haven’t finished figuring out my full solution to that yet, but here’s what’s working well so far:
All my favourites are old ones that I’ve changed bit by bit, adding sneakier possibilities as they occur to me, and encouraging fun situations I found myself in when testing. Pretty much by accident, these have one clear solution and a bunch of ways to bypass it.
I’d already planned for clients to have optional requests – “There’s an extra $200 in it for you if you don’t hurt anyone.” Now that I’ve put these in, they add complex, tricky and ever-changing routes through the levels that I don’t even have to design. Avoiding guards is almost always possible just because you’re so mobile, but it’s much harder than taking them out. It’s not a fuck-you to the client, but it’s a fuck-you to the conventional design of the level.
I’ve added some tools you can buy which can let you shortcut certain types of puzzles, and set up more elaborate chain reactions and traps. The Transfuser, for example, lets you connect two things that are on different circuits, with a pretty blended wire that shades between their different colours.
These gadgets have charges, and your total carries over to future missions. So sometimes the shorter route has a cost associated with it, and it’s up to you when you think it’s worth it.
You can upgrade lots of different aspects of your kit to suit different playstyles. If you go for one heavily, you can sometimes get past obstacles with the method they’re designed to stop. The Deathfluke, for example, repels a percentage of the least accurate shots fired at you. Upgrade that and your jumping speed enough and enemies have a hard time hitting you, letting you get past them in some situations you’re not meant to.
So that’s partly why it’s taking longer. I’ve got five or six levels that need designing from the ground up, and six or seven more that need a few more iterations to make them more flexible and fun. Then there’s the little stuff, like creating a scripting engine for story events and writing the entire game.
Truthfully, I have no idea how long that stuff will take me. Lyingly, let’s say March and I’ll let you know when that seems impossible too. If you’ve mailed me about testing, I should have a version for you in December.
I ordered my elf mage to move somewhere, accidentally told her to attack my dog. This kills the dog.
Skyrim is out, my review is up, and it’s spoiler free.
Although I was hugely privileged to get to play this early, there is a special kind of agony to being this excited about a game and believing you’re just about to get hold of it, every day for nine days.
I was out for my parents’ anniversary dinner the night the mail finally came in, and the code was waiting when I got home late. It was going to take seven hours to download, so I set my alarm for six and went to bed.
I haven’t woken up early for Christmas since I was about 12, but for Skyrim I woke up at 4, then 4.30, then 5, then 6, then 6.30, then 7. Every time the download had about two hours to go, and it seemed to get slower as it went.
I made breakfast, tidied my room, exercised, showered, brewed coffee, did laundry, cleaned my kitchen, fretted, and then finally saw it finish. It would definitely crash. It would be encrypted. It would work, then be removed from Steam the next day.
But it worked, I had time to play it thoroughly enough to review before the embargo, and it was this good.
“Hey Greg, why didn’t the skeleton go to the party?”
“Because he’s a fucking skeleton, Jen, we’ve talked about this.”
Programming is not what I’m naturally best at, and while it’s generally been easier than expected on Gunpoint, there is some friction. Some things are hard, and if you hit a hard thing after successfully coding lots of easy things, it seems maddeningly unfair.
You slip into a mindset where you expect things to work, which makes you angry rather than confused when they don’t. I’ve had to start spotting this mindset when it crops up, and taking a long, relaxing break before I go any further.
When I come back, I have to change gear. And the most useful way I’ve found to think of it is this:
It has completely lost it, and you have to be expect every sensible instruction to be met with screaming, preposterous bullshit.
Programmer: Hello Game, how are you feeling? I’d like to make this object stop when it hits a wall, if that’s OK with you.
Game: GRAVITY NO LONGER EXISTS!
Programmer: What?
Game: Every lightswitch in the world will fire a single red laser at one man’s head, and that man is… HIM!
Progammer: OK – I’m not sure how that’s related, but I’ll look into-
Game: I DON’T KNOW WHAT SPACE IS!
Programmer: The key, or…
Game: SPACE! SPACE! HORIZONTAL CO-ORDINATES! I have over five thousand references to ‘x’ and I’ve NEVER HEARD OF X.
Programmer: That’s… that’s how far right things are, Game. It’s the first thing we learned.
Game: NO! It’s a room! A room with a box, and a photocopier, and a lighting error, off the corner of Baker and 45th.
Programmer: …
Game: X IS A ROOM!
Programmer: Ohh, I actually did change the name of an old test level to that for a moment, I guess that’s what’s getting you confused – I’ll fix it.
Game: PRANKSPASM IS UNDEFINED!
Programmer: That one I’ll give you.
The latest PC Gamer UK is about 50% bigger than usual, has the coolest subscriber’s cover I think I’ve ever seen, and is probably the best issue we’ve done in years. Also you get a free Team Fortress 2 hat with it.
We finally got to the point where the perceived value of the coverdisc was less than the value of the extra pages we could make with the money it costs, and dropped it. As a former disc editor of PC Gamer, I will say this: thank fuck.
We’ve done lots of new stuff with the extra space, but I’m particularly happy that this issue is packed with diary-type stuff. It’s my favourite kind of writing both to read and write, and I got to do loads of it this issue, and read loads more by better people.
My main thing was a 10-page Skyrim diary – I got a nice long session with it, so I just wrote up the whole weird story of my experiences with it. It’s awesome. Properly fresh, huge and new. And like Oblivion, rough, crazy and over-ambitious. In the 2-page interview that follows, Todd Howard tells me what happened on his wedding night.
The other big diary feature is about Artemis, a multiplayer game where each person mans one station on a Star Trek style bridge. I was the engineer, O’Francis, and it was honestly the nerdiest thrill of my life. Tim asked me how long repairs would take, I estimated half an hour, then got it done in five minutes. It doesn’t get more authentic than that.
Then there are 8 Now Playing pieces, our shorter diary bits about whatever we’re up to. Great pieces from a few less common faces in there this issue, including Chris Impossibly Nice Donlan on Super Crate Box, Duncan I Also Work For Wired Geere on Universe Sandbox, and Phil Octaeder Savage on Frozen Synapse.
Normally I’d suggest you grab it from our online shop, but rather embarrassingly we’ve already run out of stock for individual issue sales. It was a bit of an experiment, and it went better than expected. You can still subscribe, though I don’t know which issue it’ll start with.
We’ve just launched with this issue on iTunes’ new Newsstand, and we’re already on Zinio. I’m not totally sure if and how the hat comes with the various digital options – in the physical mag, it’s a printed code. And in the UK at least, shops still exist.
Gunpoint got lots of wonderful write-ups when I put up the first batch of shots two weeks back. In fact, the reaction took me by surprise a bit, and I’ve been struggling to keep up with all the interesting e-mails that have come in since.
I wasn’t expecting anyone to cover this, so I didn’t really talk to anyone beforehand. If you work for a site or mag and are interested in covering Gunpoint, just drop me a mail at pentadact@gmail.com.
I’m always happy to sort you out with a recent build so you can have a play, and answer any questions. I managed to do this with Ars Technica, so their piece is a preview. Here are some quotes from that, and some of the other lovely words people wrote about Gunpoint.
Gunpoint hands on: an intelligent indie spy thriller—with breakable glass
“Guns actually introduce tension into the game, which is a rare thing in modern action titles… In minutes I felt like a capable killer, and began skulking around each level like a pro. The full release can’t come soon enough.”
Gunpoint Points Out Its New Look
“In between murdering trees and optimising for search engines, Tom’s drafted in some artists to dramatically overhaul the game’s look, which results in the rather eye-catching, Flashback-y aesthetic…”
Secret agent indie Gunpoint makes being an electrician cool
“From plumbers and farmers to … Noids, video games have a long tradition of elevating blue collar jobs to rockstar status. Now, after eying these new Gunpoint screens, it looks like we’ll be adding “electrician” to that list when Tom Francis’ secret agent game arrives this Christmas.”
This Indie Game is Giving me Flashbacks of, Well, Flashback
“It looks wonderful, in a “Deus Ex meets Canabalt” kind of way. It also helps the game has photocopiers. I love games with photocopiers.”
Stealth Platformer Gunpoint is Looking Mighty Fine!
“Gunpoint looks absolutely glorious.”
Gunpoint’s Graphics Now As Awesome As Its Concept
My review of Deus Ex: Human Revolution is finally online. It is the greatest thing. The game, not the review. Kind of a big one, so I hope I explained it well enough.
Edit: This isn’t new, just separating it out from this so it can live on the new Gunpoint site.
Gunpoint’s at a really exciting stage now – character animation for the player and the basic guard type is done, so the game has a lot of its final ‘feel’. And John’s just passed over the first set of environment art, along with a mockup showing all of it crammed into one showcase level – a real one would be less busy. And check it the hell out (click):
It looks way too good. Now I feel like I’ve got to make a proper game or something. The background is obviously just a stretched version of Fabian’s original at the moment, but the rest just looks done. Which means I’m way behind on the coding side of things.
So by the end of this weekend, I want to have all of Gunpoint’s Act One working: that’s the first for or five levels, which mostly use this tile set. It’s sort of about escape anyway, come to think of it. By the end of them, the player should understand all the basic mechanics and have played around with crosslinking a bit – enough to see the point of it.
It’ll also kick off the plot, and resolve the most immediate part of it, but how much of that will work at this stage I don’t know. I’ll certainly get the actual dialogue in there – so far, writing has been the easy bit.
If you saw our final assault on the red base in the last big PCG game, imagine that being crushed. It didn’t even take them long to rebuild. Hopefully we’ll have time to make a video of this one too.