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 don’t usually do the link-someone-else’s-entry thing, but this is from a blog you probably don’t read, relates to a previous James post, and is easily geeky enough to inspire a response post from me. Venusberg, amused by Grey’s Anatomy’s contrast with its namesake, suggests other possible science-themed series with a keen commercial instinct:
Hooke’s Law: John Hooke is a tough New York detective. To keep the peace, he’s not afraid to stretch the law. Sometimes the strain gets to him… but it’s always proportional to the stress of the job.
I suggest:
Turing’s Test: Alan ‘Jack Johnson’ Turing is a grizzled alcoholic PI in a near-future dystopia. Earth is being taken over by android replicants, but only Alan can tell them from humans. Now he must take his test straight to the top: the President of the United States. Of Robots.
Socrates’ Method: John ‘Jack’ Plato narrates the story of the greatest negotiator who ever lived: Jack ‘John’ Socrates. By a interminable series of increasingly irritating questions, John could talk any hostage-taker, roof-jumper or bomb-wearer out of their intended course of action, and into kicking him in the neck.
Heisenberg’s Principles: Werner ‘Ice’ Heisenberg is a master car thief specialising in locating and obtaining landspeed-record-breaking vehicles for eccentric millionaires. On his last job before retirement to the Bahamas, his best friend (Niels ‘Interesting’ Bohr) turns him in. The arresting officer (Detective ‘Determinist’ Einstein) is derisive of Werner’s maverick methods, but has no choice but to offer him a deal: a dangerous street gang have stolen the five fastest cars in the world, and only Werner can work out where they are. To within (Planck’s constant / 4À) of the standard deviation.
I found Venusberg’s blog when one of my screenshots on Flickr suddenly started getting a lot of hits. I traced them back like some kind of cyber detective, to a Venusberg post questioning the virtue of ragdoll physics when it allows for travesties against man and god such as the one I had created. It was the start of a beautiful friendship.
I love the breadth of choice Mass Effect’s dialogue wheels give you sometimes:
Or the classic:
For some reason it drives me crazy when I can tell, before or after selecting an option, that my character would have delivered the same line no matter what I clicked. For the unfamiliar, Shepard doesn’t say the words you click on, but rather something to that effect. Sometimes there are alarming differences between the two, more often it’s clear the line was phrased to fit all three choices.
If you can’t give me the option, don’t give me the option. There’s plenty of meaningful choice in Mass Effect, punctuating it with meaningless choice only undermines it by making the developers seem lazy and the player’s choices irrelevant.
Plus side, some of them are so good I have to go away and make a cup of coffee before deciding:
I was surprised and pleased to find a lot of commenters here are fans too – I thought any of the other games I mentioned in my last post were more likely to spark a discussion. If you’re playing through at the moment, make sure you hit up Garrus for any old cop stories. My biggest regret when reviewing was that I didn’t follow that lead up before the game ended, and doing so on my second, more Paragonian playthrough was profoundly satisfying.
Bonus points to anyone who knows which two encounters those last decision wheels are from.
My tale of betrayal, lust, exploitation and character portrayal in the fifth dimension is up, and it’s about a freeware Flash game.
What I don’t mention in my discussion of its lofty artistic accomplishments is that Masq is incredibly accessible, fun and addictive. Everyone I told about it wanted to play it, and everyone who played it loved it – to the extent that there’s an “I’m addicted to Masq” group on Facebook and I didn’t create it. If you’re convinced but haven’t read the piece yet, play the game first and read my waffle later.
Bonus points if you can solve the murder on your first time through, and special bonus points if you can get yourself arrested for it.
The notable thing about Supreme Commander was that it let you march a thousand robots around a 640,000 sq km battlefield – more like a county, actually. Supreme Commander 2 doesn’t let you do that, so the initial reaction is ‘Oh.’ But it’s still leagues ahead of every comparable strategy game in scale, control, and stompiness of robots.
The upside of all the scalebacks is primarily speed. It doesn’t really matter whether you pay for the stuff you build gradually (SupCom) or upfront (SupCom2). SupCom2 cuts out the interminable upgrading process to spectacularly accelerate how quickly you can build something vast, gleaming and capable of a war crime. It’s a less remarkable game, but a much more playable one. And even though its matches unfold eight times faster, I’ve already sunk more hours into it than the first.
A few things stop it from completely replacing the first game, most prominently the scale. A few things stop it from being the perfect evolution of the real-time strategy; a few signs of timidity in the Research options. And a few things stop me from really wanting to play it online with strangers – it appeals more than any other RTS in that way, but I still have to customise it a little to be happy with the playing field. So I wrote a few posts about how to fix all these things.
Some of the basic stuff probably isn’t controversial: it needs more eight player maps, two or three ten player ones, more sea maps, and more sea in the sea maps. AI that doesn’t build more transports than it can fill, and a ‘Very Hard’ AI that builds Experimentals with near-perfect efficiency. And a visible build queue, so that things don’t have to be paid for until they start construction, you can see what’s going to drain your resources, tasks can be reordered, and repeat-building factories can start churning out units again when nothing else is sapping your resources.
The Research tree of upgrades you can unlock is a wonderful improvement over the usual nonsense, but they’ve needlessly lost that concept of truly elite units. Experimentals are a different kind of “Fuck you” to the classic “Fuck you, one of my tanks can kill ten of yours.”
Upgrades should be more specific, more significant and more visible. The five incremental ‘Training’ upgrades should be cut to two very expensive ones that each double the units’ effectiveness, and make them physically bigger. It has to be immediately obvious “Shit, that’s an upgraded tank” or “Holy shit, that’s a maxed-out tank”. It should also be different for each race: UEF’s should upgrade health more than damage, Cybran damage more than health, Illuminate damage, health and range.
And scrap all generic ‘damage’, ‘health’ or ‘rate of fire’ upgrades – that’s what Training’s for. They should be replaced by unit-specific upgrades that change their form, size and function more dramatically. So instead of “+30% damage to all turrets” you’d have “Anti-air turrets upgraded to surface-to-air missile launchers, increasing their range and damage and letting them lock on to fast aircraft.”
Every upgrade needs to make a visual difference that’s obvious from any zoom level where you can see the model. Training increases size, a new weapon type changes the shape of the unit and adds an effect, regen causes them to spark colourfully when healing, etc.
This has been a huge problem for me in both games. Because it’s nuclear war, but it’s boring. Either side can build a nuclear missile, but either side can also build an anti-nuclear missile for half the price. The only reason not to is that half the price of a nuke is still significant. So an actual nuclear war is just a contest of who can be bothered to click their button the most, and since the defender has an economic advantage, it’s almost always him. The only time nukes actually get used is when your opponent is too new, stupid or artificial to know to build anti-nukes. Top marks for matching reality, zero marks for fun.
The only good moments we’ve had with them have been when, in co-op, a stupid AI has built their only nuke defense on the fringe of their base. One player readies a nuke, the others send in a combined strike team to take out the defense silo, and the moment they’re successful, you launch. Awesome. But in normal play, a strike force capable of taking down a massively tough nuke defense silo in the middle of the enemy base is also a strike force capable of taking down the base itself. Here’s my proposal:
All factions should be able to build a basic Nuke Defense silo without having to research or unlock it. It has unlimited anti-nukes, but it can only fire one at a time, and they don’t neutralise the nuke: they detonate it. So to avoid just blowing yourself up in a slightly different way, you have to build it well outside your base, and defend it with stuff you can afford to lose or move. The silo itself is nuke-proof – it’s basically a bunker – so you don’t have to rebuild it each time.
The idea is to turn nuclear war into a fight, rather than who can be bothered to click more times. It’s easy to defend against nukes, but only if you can defend a forward position in regular combat. Accordingly, it’s harder to nuke someone if all you do is sit back and nuke, but it’s easier to take out nuke defense if you build a good strike force and use it well.
It also gets you thinking about which directions nukes can come from, and which directions you could launch yours from.
Not strictly necessary, but it’d also be nice if each race had a unique second way of delivering a nuke. Each would bypass nuke defense, but be counterable by conventional units: again, more of a fight than a discrete “I clicked more times” system.
UEF build a Nuclear Bomber that must get close to its target intact to drop its payload. Anti-air can take it out quickly, and the nuke won’t detonate, so advance forces need to take out most AA defenses.
Cybran have a Walking Nuke experimental: a huge, tough block on legs with no weaponry, but which explodes with nuclear force on death. You’ll want to escort it in to give it enough protection to survive, then abandon it so your own units aren’t caught in the blast.
The Illuminate can unlock an upgrade for the Space Temple that lets them fire a nuke into it to hit the teleport destination. But the marker has to be in place for thirty seconds, and the enemy can destroy it in that time if they have the firepower. It’s a test of their base’s defenses, so if you strike while their army’s on their way to you, you’ve got a better chance of delivery.
This has always been a personal crusade of mine – I hate fog of war. It doesn’t meaningfully represent any real element of war, since regular line of sight would cover the whole battlefield on almost any map, and in any game set in modern times or later, dozens of other intel methods would give a clear picture of the scenario. But more importantly, it hurts the game in so many ways. Its crimes:
The argument in favour, as I understand it, is to let you surprise the enemy by building something he doesn’t know is coming. If that works, it reduces the game to scissor/paper/stone – complete luck. If you can see what’s being built, you have time to adapt your strategy to include a counter, and so does the enemy. To me, that’s where strategy gets interesting.
I think the tricky element can be achieved in a more explicit and localised way: each faction should have their own method of deception.
UEF can unlock a decoy engineer: everything he builds is a cheap fake that looks real to the enemy. It fits their defensive nature by making them look bigger than they are, and leads to feints like building masses of real point defense, then letting the enemy catch you building a fake one to tempt him into a doomed rush.
Cybrans have a very high-tier Land upgrade to turn the Adaptor mobile shield opaque to the enemy, so they can cluster these to conceal land units. Stealth is broken when it takes just a few hits, though, and doesn’t regenerate when the shield does.
Illuminate can Research an upgrade that makes all their experimentals appear to the enemy as regular units of a similar type, only revealing their true form and power when attacked. They already have a deceptive edge in that their Experimental factory is the same for all types of Experimental, so you can’t tell what they’re planning to build.
I also had some ideas for how a high-level campaign map could work for the single-player, and a redesign of the Illuminate to make them feel less toothless. But those are probably separate posts.
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
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
I danced around the room like an imbecile when my story got into the original Machine of Death collection. I didn’t really know what it was doing there, next to all these awesome ideas, but I didn’t care.
Until it came out. Continued
So, the short story collection I’m featured in will be out on Amazon.com in the US shortly. Woo! No confirmed UK release, but postage is about £5 for us Brits. We would particularly love for you to buy it on October 26th – next Tuesday. Here’s a truncated explanation of why, and why it’s taken so long, from editor David Malki:
But it was 2008, 2009. “The economy,” we were told. “And it’s an anthology.”
And we live on the internet enough that we knew we could sell this book.
On October 26, we want to send a message that a little project dragged kicking and screaming from “crazy idea” past “it’ll never work” all the way to “By God, they actually did it” can make a big splash. We’re internet people; you are too. We want to prove to all the people who said “this will never sell” that that’s all that matters.
Did you know that on any given day, an Amazon.com bestseller only sells a few hundred copies? Sure, they sell a hundred copies a day for weeks and months on end, but what we’ve learned is that it only takes a few hundred sales on a single day to become an Amazon.com bestseller.
We want Machine of Death to become a Number One bestseller for exactly one day. October 26.
It would be awesome if you could spread around this link, that date, and click Attend on Facebook so we can see how many people are planning to buy. I’ll post again on the day to remind people and say ‘Woo!’ again. Thanks!
What is it?
A collection of short stories all based around the idea of a machine that can tell you how you will die. The book contains 34 stories by 33 different writers, and 35 illustrations by 35 different artists. My story is about the accidental inventors of the machine, and is illustrated by Jesse Reklaw of Slow Wave, a great comic incorporating reader-submitted dreams.
Headliners include Randall Munroe (XKCD), Yahtzee Croshaw (Zero Punctuation), Ryan North (Dinosaur Comics), John Allison (Scary Go Round), Kate Beaton (Hark! A Vagrant), Aaron Diaz (Dresden Codak), Dorothy Gambell (Cat And Girl), and Christopher Hastings (Dr McNinja). Here’s the full contents of stories and illustrators:
What’s the best way to get it?
1. Buy it on Amazon.com now. This is the best way to support the book, and the only place it’s currently available. It’s $17 in the US, or £11 plus £7 postage if you’re in the UK.
Sorry it’s a bit pricier than we’re used to in the UK – North America just generally charges more for books, and you could go for the cheapest postage option but it takes 18-32 business days. I’m not sure we have that many left on this Earth. You do get a lot of stories by cool people who aren’t me, though.
No progress yet on getting it into the UK Amazon or anywhere outside the US and Canada, so that won’t happen in the foreseeable future I’m afraid. That’s why we want to get a chart position on Amazon.com we can brag about.
If you know me in real life and live in Bath, let me know today if you want to buy a copy: it may make sense to order together this afternoon to save a little on postage.
2. From early November, I’ll be able to buy some copies wholesale and have them sent to people. This will not be significantly cheaper – about £15 with postage. But once that warehouse has them in, it’ll be quicker to send from there than from Amazon. Since that option is at least a week off, right now it’s not quicker to wait for this than to buy from Amazon, and it doesn’t support the project, so I don’t recommend it.
3. It will eventually be available as a free PDF. You won’t get the handsome physical object, but you will get to read the stories.
4. They’re working on a Kindle version too, which won’t be free. It’s not ready yet, but if you’d like to support day one sales, you can just buy the actual book on Amazon today, and forward the editors your receipt e-mail for a free Kindle version once it’s out.
5. Finally, we’ll be releasing a free audiobook of Machine of Death episodically – one story at a time as an ongoing podcast.
“Our (free) audiobook will include the voice talents of many of the authors, plus Jesse Thorn, MC Frontalot, Zach Weiner, Lore Sjöberg, Dave Kellett, Kris Straub, Colleen AF Venable, Joel Watson, and one other secret person we’re waiting to confirm. Yahtzee Croshaw reads his own story.”
If you’d prefer one of the free methods but still want to support the project, you can still buy it on Amazon to support day-one sales, and have it shipped to Machine of Death headquarters to save on postage. Your copy will be donated to schools, libraries or showing the book off to people – equally worthy causes.
Wondermark Enterprises
Attn: MOD
2554 Lincoln Blvd #214
Venice, CA 90291
I demand a free sample
Of course. Here are the first 40 pages as a PDF:
My story is still online for free. And here is the story HIV INFECTION FROM MACHINE OF DEATH NEEDLE, by Brian Quinlan, in its entirety:
I have now bought the book
Woo! Thanks! I’m actually pretty optimistic about our day one sales. I don’t get any money from the book doing well, but all proceeds go towards promoting it further, and I’d love to see it be more widely available. If you do get it, let me know in the comments. I imagine we’ll get some idea of how well it sells in general, but I’d love to hear if any came from here. I also want to say “Thanks!” a lot.
I can’t wait to read it myself – I’ve only read my own story and the one above, so I’ll be using some (most) of my contributor’s fee to buy a copy today. Randall Munroe’s – called ? – is about “what happens when physical science rejects the idea of precognition”. I am excited about this.
That short story collection I wrote for, Machine of Death, is actually getting published. It’s out in October, in big floppy paperback, and it’s going to be illustrated. It includes stories by:
Illustrated by people including:
I have no idea who’s illustrating mine yet, but you can’t really lose with this list. The final lineup very charitably calls my story ‘brutal, desperate and real’, so it’d be kind of hilarious to see Kate Beaton do it.
I have a flight to catch and a lot to do before and on it, so hasn’t totally sunk in yet. Here’s my story, and here’s the comic that inspired the collection. Oh yeah, and here’s the awesome cover:
At about 7.30PM yesterday evening UK time, we finally pulled ahead of Keith Richards and became the #1 best-selling book on Amazon.com. Then we stayed there for twenty four hours. Sales were up 685,800%. We beat Glenn Beck’s new book on its launch day.
Apparently: “It was mentioned as number one on the Glenn Beck radio program this morning as an example of America’s preoccupation with death.” It was “a plea to his listeners to buy his book and not let us death-peddlers win.”
Thank you so, so much to anyone who bought it, and thanks to anyone who told other people about it. Not many people actually read the Machine of Death blog on a regular basis – not much has happened there for three years. So all this happened by people telling other people.
When the editors suggested a big push on the 26th, I thought it’d be cool, but we’d be gaming the system a bit. But really, we were just giving ourselves a launch day. We didn’t know when it would go up on Amazon.com, so we had to wait until it had before we could start organising any kind of campaign. Other books get to dictate a release date and plan around that – we did the same, we just had to rely on a little good will from people to delay until a launch day we could organise for.
Malki now has e-mails from four bookstores interested in stocking it, including Barnes & Noble, and one from the New York friggin Times. He and Ryan did a funny sort of mini-podcast to say thanks and stretch more sports metaphors.
A lot of people are asking how many copies we actually sold – I don’t have any insider info on that, but if Amazon’s percentage increase figures are right- wait, they’re not. See comments.
There’s lots more info on the PDF, audiobook, Kindle and Vulcan mindmeld editions on the official site, which’ll also have more info on if and when it’ll come to Amazon.co.uk and the like.
Thanks again everyone, particularly those in the UK who braved the shipping costs to support it. You have accomplished something amazing, annoyed Glenn Beck, and made me and a bunch of webcomic dudes very happy.
I love this. It’s their usual shimmering synth with spacey squeaks, and then at some point it just seems unable to contain its excitement and goes all-out eighties sax. It’s one of the best things to go.
The MP3 is free to download if you sign up for their newsletter or whatever.
Want to feel like you’re in Valve’s new alpine vistas without actually having to play Arena mode? Then sir, I can save you seconds of effort. Click for big.
Edit: That big blue space looked like it needed some banner text to me, so I knocked up an alternate version for those of us whose cup of tea the new mode is not:
If Valve would like my permission to use this poster in their marketing materials or to otherwise promote the game, they are most welcome.
Which is to say: not graphics or content complete. So brace yourself for a painfully similar screenshot:
But the two tiny changes you do see represent pretty much everything else I needed to get done for the game to make sense: you can now scan enemies when they’re not looking to steal the details of their weapons, then use that info to rebuild their guns, shields and engines when they’re dead.
I’m happy I’ve got to this point, but there’s a lot more to do. I have a choice of a few fairly major areas to work on, and I’ll list them in my current priority order:
The reason graphics is so low is that the time it takes is such a wildcard – sometimes I get something bad right away, other times it takes me hours to make something bad.
Let me know if you think my priority order is nuts.
Current title idea: Scanno Domini. Other scan puns welcome.
Jeeesus. Five minutes to go, and my game is zipped up and submitted. Grab it here. Feels strange and amazing to be ‘done’ with something – I’ve tinkered around with games for months without getting to a point I’m happy with. And while there are a few items not grayed out on my Scanno to do list, I did much more than I ever thought I could in two days. And I actually have fun playing the result.
Rather embarrassed about Gunpoint now. It could probably be done in a week.
The finished game is pretty much what I planned: a top-down shooter with randomised enemies, whose randomised bits you can steal for yourself. I didn’t end up scaling much dynamically, except the gun sizes. I couldn’t find a way to make it look right in the time, so it was quicker – even for me – to draw a few engine and weapon types. The differences are more immediately interesting, too – “Ooh, blue plasma?”
Number one thing that went right was definitely time management. I had two days, so I picked something I thought I might just about be able to do in one. It was done in one and a half, so I had that crucial half day to take a working concept, find the fun, and make the game about that.
I don’t know if I actually made it fun, but it’s so much closer than it would have been if I’d picked a more ambitious idea and only just got the basics hammered out. This is my first finished game, and given the time limit I thought I’d end up with something a lot more half-baked.
It is buggy, and its tutorial is just gibberish, but in an ideal circumstance it’s conceivable that it could convey to you what you need to know. Oh, except that you have to press R to restart.
Thing that went least well was trouble shooting. I’m rarely good at this, but on the scanning ray in particular I just went out of my mind. It’s still buggy – won’t always scan everything there is to scan on your first scan – and I may have messed up other things in the last minute fixes.
I said I was going to leave graphics till last, but in the end I decided it was worth a stab at them if I gave myself a hard time limit. I basically managed to turn the visuals from offensively ugly to merely very crude. I’m OK with crude. There’s just a particular look to very bad graphics that’s not endearing or ignorable or in any way OK, and I had to try to avoid that.
I also took time to put in sounds for almost everything important, and I’m really glad I did. I knew they’d be important to the feel, but I didn’t quite appreciate how important the feel would be to the overall thing. It’s not an art game, it’s not very brave or inventive, so it really needs to have some decent ‘pew pew!’s in.
I have exactly no time tomorrow to polish this up and also submit it to the jam, the less strict contest that gives an extra day. Which is a shame, because it needs a few bandages to hold it together properly, and a few basic human rights like a choice of resolutions. I will do those things, just not right away. For now, I am done.
Thanks for all the comments, support and puns.