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.
Update: build sent out 15/02/12, thanks to everyone who signed up. You can still sign up to put yourself down for future test builds.
I’m almost ready to send out a new test version of Gunpoint to anyone who’s around and able to give me some brief feedback. There’s no selection process, just sign up on the mailing list here and you’ll get it in the next day or two:
Also, Gunpoint was just previewed on BoingBoing! Brian Easton played an early build and seemed to really dig it!
Link.
Chris Donlan has been playing Gunpoint, and gives it a lovely write up over at Eurogamer:
“The interface is uncluttered and intuitive – you just drag beams of light from the object you want to act as a trigger towards the object you want that trigger to activate – and the whole system’s bristling with opportunities, especially when you start to factor in enemy AI.”
I am interviewed on Gamasutra! Here is a question from that interview!
I feel like a lot of games are designed on the assumption that the player is stupid: a tester doesn’t have the intended experience, so I guess we’ve gotta force him to look at that spaceship crash, lock him in the room until the enemies are dead.
I wanted to make a game with the idea that the player might be smarter than me. Let him think of solutions that never occurred to me in hours of playtesting, and give him the tools to be more creative than I was when I designed this level.
I don’t think that testers are being stupid, I think they’re being defiant. And they’re defiant because the game isn’t letting them be creative or smart or funny, it’s trying to make them have a packaged experience.
So the Crosslink gadget, which lets you rewire any of the electrical things in a level, is my way of giving you some of the designer’s power. It’s almost like a level editor: I restrict some things to make sure it’s a challenge to complete, then I let you design how you want the level to work to achieve your objective. You can be clever, efficient, complicated, funny or cruel.
True PC Gaming interviewed me about a bunch of things – both development and general opinions. Here’s one!
Big companies move slowly, particularly public ones who keep having to point to the past to justify their strategy. To anyone who’s been paying attention, it’s been obvious for a long time that the customer isn’t just king anymore – he’s God. He can do whatever the hell he likes. No-one has the technology to stop him from taking whatever he wants.
Developers that are quick to adapt have focused on making the player want to support them, rather than pissing him off with increasingly intrusive attempts to restrict his access. Slower companies are still trying to get back to a time when people were forced to pay for software, and however safe that might seem, plans that involve angering a God usually aren’t sustainable.
Link.
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