In near future America, the emergence of corporate monopolies has placed a strangle hold on the economy. Among a glut of mass privatization, corporations begin contracting private military security firms to protect their assets. Setting a controversial precedent, defense contractor Grand Robotics Inc. deploys a private security firm to be their "Mergers & Acquisitions" arm.
After a failed attempt to buy out competing Bartleby Automation, Grand Robotics turns to their security firm to execute a "hostile takeover" of their competitor. The firm storms into Bartleby's corporate HQ, cuts the power, and locks the building down.
In Turnover you play Clea Holden, a Bartleby worker who becomes caught in the middle of the crisis. Coming to the conclusion that the situation is too volatile, Clea hatches a desperate plan to escape. She must find freedom, armed with only her determination to survive.
Turnover's Pre-Release v0.0.670 is up on Steam for those who have a beta key.
I’ll be updating Turnover’s presskit soon, announcing the release date and price. Stay tuned!
I recently pulled out an old Alpha build of Turnover, just to see how the game has progressed since then. I took some screen shots to show off some changes.
This shot demonstrates how much the motif of a level can change over time. Just the addition of stairs gives the area a different spatial look. If you look at the lower left, you can also see how I closed off some dead space. I ended up doing that for a number of levels.
Also, notice how the vision cones are drawn between the two versions. During beta testing, I rewrote the vision code to allow overlapping cones to be differentiated, as well as to give them a more consistent look.
Something else that changed during beta testing is setting the player and enemies apart. In the alpha, you can see the enemies don’t stand out, and the player has an annoying white light bloom. I ended up removing the player bloom and added a red blur behind the enemies to set them apart.
This shot shows how place holder wall sprites were eventually replaced with suitable art.
You can see on the Pre-Release shot that some crates block off an area and the Security Server is a little more recessed. These were changed in response to player feedback, as getting to the server was originally too easy.
Another demo of how place holder walls become art. The middle wall block is now a cubicle cross.
Also, there was a major change the carpet layout. Up to this point, I had decorated 25+ office levels, so I needed to get creative. Keeping things stylistically consistent, while experimenting at the same time, as actually really tough.
Two other changes worth noting between the above. First, the reticle style was changed, with a rotating effect and a shadow. Second, the minimap now displays enemies more clearly.
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