Latest Trailer

Showing off the new art and music.




Screenshots

Mostly nebulae.



Release date

No idea - sign up to be told when it's out



Platforms

Windows for sure, dunno about others



Testing

Get on the mailing list, I'll e-mail it when there's a way to do that



Team

Design, Code, Writing

Tom Francis

Art

John Roberts

Music

Ivan Semidolin

Site

Tom Francis
John Roberts

Adaptive Images by Matt Wilcox

E-mail me when it's out:

 



New Heat Signature Video: Galaxies, Suction And Wrench-Throwing

As always, follow it on Twitter or sign up to be told when it’s out, or ready for testing, here.

I also made a short montage of all the ways I fucked this video up in previous takes: Continued

Why I’m Letting Heat Signature Get Bigger

Here is a video blog about that, and how I’m changing how I think about working on it.

Galactic Zoom In Heat Signature

Heat Signature’s universe has been infinite since day 2 or 3, but until now you’ve only been able to see a meager 35,000 x 35,000 pixels of it at once. I knew at some point I wanted to let you see an overview of the part of space you’re in, a collection of vast gas clouds that I think is going to be called The Grove. But I wasn’t sure if this would have be a map mode or if we could zoom smoothly from one to the other. I’m still not sure if the latter is viable performance-wise, or even if it’s the right way to go, and the galaxy is ugly at the moment, but for what it’s worth I made it and here it is:

I tweeted about how I approached this as I went, here are those tweets: Continued

From Gunpoint To Heat Signature: A Narrative Journey

Many of you have been asking how the story of Heat Signature follows on from Gunpoint. We can now explain.

Detpacks

Today I added Detpacks to Heat Signature. Here is a Detpack:

Continued

How To Find An Object’s DrawGUI Co-ordinates In Game Maker Studio With A Rotated View

Update: This was originally a post to ask for help, but now that we’ve solved the problem I’m posting the solution for anyone who needs it, and changing the title to make it more searchable. It’s a function that lets you find where an object appears on-screen, so that you can use the DrawGUI event to draw interface elements over it or annotate it, useful for tutorials. Original post follows, updates and working script at the end! Continued

Heat Signature One Year

Heat Signature, One Year Later

I started making Heat Signature on December the 1st, 2013. I know this because I released the first video of it two days later. Continued

New Heat Signature Trailer Shows Art, Music, Wrenches And Guns

Blue Ship Banner

Heat Signature Screenshots

Here’s what Heat Signature looks like these days! The new art is by the multi-talented John Roberts, who also did art for our last game, Gunpoint. Next week I’ll put up a trailer to show all this in action. For those who haven’t seen it moving yet, there’s no break between inside and out: you zoom smoothly from the scale of these interior shots to the big-scale space battles.

When I have new shots in future, I’ll add them on this page and take down any outdated ones. Everyone has permission to use these shots in any articles or videos, print or online, as long as you make it clear what game they’re from. Continued

Heat Signature Trailers

I think if I embed a YouTube playlist, I can make this post always show the latest Heat Signature trailer even when I change it in future.

Heat Signature Guards Patrol

Help Me Learn Finite State Machines For Guard AI In Heat Signature

I have long known that ‘Finite State Machines’ are a thing I should be using, but when I try to read up on them, the explanations are either hopelessly vague or incredibly specific to a language and situation I don’t understand.

I whined to Mike Cook about this, and he said something to the effect of, “When you read up about Finite State Machines, it sounds like they’re this one specific agreed-upon thing, but every time you talk to an actual programmer about them you’ll get a different version of what they are.”

But! I am determined to try them in Heat Signature, and I have just reached that point where there’s enough AI an animation stuff going on that I need some kind of system to manage it. So I’m going to explain how I plan to use one, and if you’re a programmer, perhaps you can warn me of any problems I’m making for myself.

If you’re not, or if you’re learning, maybe you’ll get something out of how hopelessly I’ve failed at this so far. Continued

Heat Signature Talk

Showing Heat Signature At Fantastic Arcade And EGX

I’ve been away the last two weeks, showing Heat Signature first at Fantastic Arcade in Austin, then at EGX in London. I’ll show you what that all looked like below, but first I’ll embed my EGX talk so you can play that and look at the photos during the boring bits. From about 5 minutes in, you can see Heat Signature with some of the new art and music. Continued

Introducing The Heat Signature Team

Last month I made a new video of my ugly prototype for Heat Signature and put out an open call for artists and composers who might wanna work on it. When I did the same thing for my first game Gunpoint, around 30 artists and 40 composers applied. For Heat Signature, 81 artists and 232 composers applied. This was extraordinary and flattering, then daunting, then impossible, then exciting once I finally had my decision, then absolutely horrible when I had to tell everyone I hadn’t picked. You don’t really know how many ‘313 people’ is until you have to say no to 310 of them.

My deep, deep thanks to the amazingly talented people who applied, it meant a huge amount to me that people of your calibre were interested in my thing.

Here’s who I picked: Continued

Update On Heat Signature Applications

Just a quick update to say I am still going through the Heat Signature applications. Sorry it’s taking a while – if you didn’t see on Twitter, I got 81 applications for the artist position and 232 for composer. So I am endlessly listening to and re-listening to samples, rigging up makeshift dynamic music systems in-game to see what kind of things work, burying myself in reams of notes, and making impossible choices. Pretty soon I should be able to let applicants know individually where we’re at, and a while after that I’ll be able to announce a decision. The standard of submissions is amazing – the final game is going to be a thing of beauty.

Heat Signature Poster Header

Heat Signature Playable At EGX And Fantastic Arcade

Heat Signature will be playable at two different events next month, in the UK and the US!

18-21 September: Fantastic Arcade at the Alamo Drafthouse in Austin, Texas, US
25-28 September: Eurogamer Expo (EGX) in Earls Court, London, UK

I’ll be at both events to talk you through it and answer any questions with “I don’t know,” “No,” or “We’ll see.” I’ll also be doing some form of presentation at each, probably involving playing the game myself and explaining my plans.

SimAntics

Earlier this year I also made a game with artist and designer Liselore Goedhart, in which two players steer the tongues of anteaters and battle each other like disgusting slithery light-cycles as they compete for ants. That’s SimAntics: Realistic Anteater Simulator, and it will also be playable at Fantastic Arcade!

And for EGX, I commissioned my friend and graphic designer Natalie Hanke (who I worked with on Distance) to create this spectacularly pink poster! Continued