Gunpoint is a stealth puzzle game that lets you rewire its levels to trick people.
Not sure, but I can mail you when it's out.
Windows, hopefully Mac and Linux later.
E-mail me! Note: we've got music now, thanks!
By Tom Francis. Uses Adaptive Images by Matt Wilcox.
No! Don't tell them my scheme!
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I tweet news, shots of things I'm working on, and despair at the complexity of coding.
A framework for a puzzler that rewards cleverness and convoluted sadism in equal measure. JC Denton would be proud.
You're a freelance spy, and your clients hire you to steal sensitive data or technology.
You break into high security buildings by rewiring the electronics. You can use a Crosslink gadget to see how all the lights, switches, cameras and doors are wired up, then drag a connection from one to another to make them work however you want.
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Gunpoint has 44 achievements on Steam – that’s only 5 less than Deus Ex 3. Only one is inevitable in a given playthrough, and that’s for completing it.
The rest are a mix of acknowledging very distinct playstyles, encouraging you to try new gadgets, recognising insane, obsessive or impressive decisions, letting you know certain feats are possible, and in one case helping you understand what just happened (some testers don’t realise what’s happening when they make an infinite loop in Crosslink).
A few are secret to surprise you, and a few are secret to avoid plot spoilers. These are the rest, with their magnificent icons by our artist John Roberts: Continued
I talk a bit about games vs stories: how they end up ruining each other, and how I’ve tried to avoid that in Gunpoint.
I mention the gender of the main villain in Gunpoint in this, but it won’t tell you much.
A quick update on how Gunpoint’s going.
I AM SO SORRY I LEFT AUTOFOCUS ON! I will remember to disable it next time. My camera is great at everything except detecting how far away an almost stationary human in the center of the frame is.
I’m trying to see if it’s possible to do this level without punching anyone. Not for the first time, my conclusion was: “Nope. Hmm, unless…”
I have to get to those stairs. The guard will shoot me if he sees me. I can’t open the building’s other entrance from the outside. Continued
I wrote a feature for PC Gamer in which I look at each of the easiest tools you can use to make a game, and interview indies who’ve made great things with them. It’s the Indies’ Guide To Game Making, and I’ve just updated it with some more detailed answers we didn’t have room for in the magazine.
I am, but I haven’t finished it yet. I’ve learnt a lot so far, though, and at Minecon in November, I gave a talk about what I’ve learned so far, and what I’d do differently if I was making my first game today. Here it is! Continued
Gunpoint will be playable at Minecon in Paris this weekend! I’ll be around to answer any questions. Say hi if you see me, I look like this.
I’m also giving a talk on the Sunday, about what I’ve learnt as a critic making my first game. That’s at 10.30 AM Sunday, in the Indie Theater, which is in the New York Convention Centre. That’s just a name, it’s in Paris like the rest of it.
If you won’t be there, my talk should be going online afterwards.
I get this question a lot, which is lovely because it suggests people want to support the game and are happy to pay to do it. Thank you! I will very much want you to do that at some point!
Kickstarter is awesome and I may need it some day for something, but not Gunpoint. Here’s my thinking. Continued
Gunpoint will have a level editor! Here’s a quick video of what it’s like to use:
This is by far the most requested feature both from people who’ve played it and people who haven’t. I always planned to add one after release, but when I came to see if it was feasible, it turned out to be easier than I thought. It’s working nicely enough now that I can have it in for release. Which will be… in the future.
Here are some cool things about the level editor: Continued
I’m hitting a few inconsistencies in where the game predicts your jump will go, and where it actually goes. “Through walls” and “Face-first into a wall” respectively. So to make sure the prediction algorithm was correctly guessing what pose the player would be in at each point on the arc, I made it show me. It looks like this!
I can’t really figure out a way to use this as the prediction visual that isn’t super intrusive and surreal, but I rather like it.
I’m going to stop estimating it. I’m always wrong, as you’ll have noticed, and however much I forewarn you about that, I hate having to change the ETA again and again. It feels like I’m artificially creating a constant stream of bad news for you guys, about a project that’s going incredibly well, is fun to do, and that I’m making quickly and efficiently. Continued