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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

Here I Am Being Interviewed By Steve Gaynor For Tone Control

Gone Home writer/designer Steve Gaynor interviewed me for his podcast on the Idle Thumbs network, Tone Control. In it, I guess we vaguely cover tone at some point probably, but also: Continued

Heat Signature: A Game About Sneaking Aboard Randomly Generated Spaceships

I can now show you what my space stealth game is really about! As long as I don’t get spotted like three times in a row right at the start of this video. Watch that first if you care, if not, here’s the summary. Continued

Game Design: The Non-Stick Plan

Thought I’d take a break from programming talk to get into game design, and how I approach it. I am aware my mug is ridiculous – it’s an old GTA III promo one.

I’m bad at shutting up once I get talking about this stuff, so I’ll also summarise the basic points in this post. Not all of this stuff is in the video and not all of the video is in this – good summary Tom. Continued

The Grappling Hook Game, Dev Log 6: The Accomplice

I’ve decided to let people play this prototype of my Grappling Hook Game at IndieCade East in New York next month, partly to force me to focus on what it really needs to be a playable game. After a week and a bit, here’s what I’ve got. Continued

2013

This has obviously been the best year of my life. When working on Gunpoint got tough towards the end, and the amount of sustained effort required exceeded my intrinsic determination, I made a guilty little list of all the things that releasing a game might improve about my life in the best-case scenario: Gunpoint motivation.txt. Nothing on it was anything like as good as the reality. Continued

The Grappling Hook Game, Dev Log 5: Wrapping And Slacking

I’m working on the grappling hook game again now, and I’ve got the rope wrapping nicely around things, going slack when it should, and even making sounds. In this video I show you how that looks, then – with fair warning – get into how the code works.

Sounds from freesound.org
Retract noise: eelke
Grapple impact noise: taylorsyoung

Heat Signature, A Stealth Space Game About Temperature

Here’s the first video of Heat Signature, a temperature-based space stealth game I’ve been making the last two days. It’s about sneaking up on ships while keeping your ship cool enough to fool their sensors.

So you can jet around an infinite galaxy super fast, but your thrusters generate heat, and enemies can detect that from far away. The closer you want to get to them, the cooler you have to stay, and the more precise you have to be with your thrusters. And to take them out, you have to physically clamp onto their hull and shut down their systems.

GHGC is still my main project, I’m just taking a break from the brutal process of learning Unity to make something quick in Game Maker, where I already speak the language. How far I take this depends on how the next few features work out.

GHGC Dev Log 4: Rules Of Retraction

I’ve finally found the right blend of Unity’s built-in physics and my own custom equations to make the rope in my grappling-hook-game prototype feel strong, reliable and satisfying to use. I also added a lamp post and made some things blue.

If you want to hear about future updates, I’ll always post them on my Twitter.

Games Vs Story 2

I was away in London at the weekend, with my laptop but no internet, so I took a break from coding to think about how story might work in my next game. Continued

GHGC Dev Log 3: Grappling With Hooks

Yep, it’s got a grappling hook!

I have something in particular I want to do with grappling hooks that I’m not ready to talk about yet. But grappling hooking around is also part of a set of interactions that I hope are going to just feel really nice – to some extent this game would be about the pleasure of execution.

This is just a quick demo of how it’s working right now – shoddily, but well enough to give me an idea of how to refine it. I’m pretty pleased to have got this far in three days, despite still really struggling with some Unity stuff. Continued

I’ve Started Working On A New Game: GHGC

This is a brief look at the pathetic progress I made by the end of my first full day working on what might be my next game.

I have 5 different ideas I’d like to do, but one in particular has been really exciting me, so I’m prototyping that first. If the prototype is fun, it’ll turn into my next game. If it’s not, I’ll prototype something else. Part 2 below. Continued

Gunpoint Development Breakdown

I feel terribly guilty about Gunpoint’s success, so I often wonder if there’s some way I can use what I’ve learned from it to help. The trouble is that offering any kind of advice seems to make people angry – people who aren’t in your exact situation feel like you’re ignoring their circumstances, criticising their methods or dismissing their struggles.

So maybe I can take some advice from myself and share my experiences instead of my opinions.

Lately I’ve got to talk to a lot of developers at conferences and festivals, particularly ones who are working on their first indie game and have lots of specific questions about what we did with Gunpoint. So probably the most helpful thing I can do is give a kind of structured breakdown of Gunpoint’s conception, development, recruitment and promotion, then let people delve into whatever they’re curious about.

It’s not a guide to what you should do, it’s just a guide to what I did and how it worked out. Click a topic to expand it. Continued

Gunpoint Half-Price Sale, Edition Upgrades, And Trading Cards

Short version: Gunpoint is half-price for two days, you can now upgrade between editions, and we’ve added trading cards. Here’s a video explaining all that:

Continued

GDC Talk: How Reviewing Games For Nine Years Helped In Designing Gunpoint

My talk from GDC Europe is now online for free! It has slides so I don’t think I can embed it – I’ll just say the title again and you can click that.

How Reviewing Games For Nine Years Helped In Designing Gunpoint

Gunpoint: What I’m Working On

To keep you up to speed, here’s a breakdown of what I’m working on at the moment:

1. Fix the last few Gunpoint compatibility problems

I fixed a lot of bugs pretty quickly in the first four patches, but the last ones left are tougher. Most of them aren’t mistakes in my scripting, they’re fundamental incompatibilities between the engine I used and certain PC configurations. So fixing them means porting Gunpoint to a new engine, and exactly how we do that is a big, complex, important decision for the future of the game. Continued