Turnover’s KickStarter campaign relaunch will go live on Wed, 7/30/2014.
The campaign will have some new reward tiers, so be sure to visit when it is up and running. A huge thanks goes out to the backers of the previous campaign for all the feedback that has been given on the new campaign page.
The funding goal of Turnover’s campaign remains unchanged from the last campaign.
Been a while since I’ve done a devblog post, I apologize for that. After the last KickStarter campaign, I took a short break to regroup. After that, I put together the new campaign, as well as took some time to actually work on Turnover. So, devblog posts were put on the back burner.
So, what’s been going on the last few weeks?
I finished the layouts for three new levels. These levels are the lead up levels to the second half of the game. They’re a little different than the office setting of the first part of the game, so that was nice. Some new enemies will be introduced in these levels.
The second half of the game takes place in another HQ building setting, but it’s closely tied to the story and I want to avoid revealing too much. This section of the game will see a difficulty spike, which should make the first half of the game feel more like practice for the second half.
There will be a handful of new bad guys for the second half of Turnover.
I have one new enemy completed at the moment, the Rocket Turret, and another one in progress. A couple more should so the trick. Enemy ideas go through a fairly heavy vetting process, so it can be a little tough.
The Sentinels will remain the staple enemy, but will be given some upgraded weaponry. This should make them a little tougher to avoid.
I’ve also busted a ton of bugs over the last couple of weeks. Read on for a list of nerdy stuff.
Latest tweets from @themaninthecape
Remembered my first true #gamedev moment this morning: messing with gorillas.bas in QBasic. Good times.
3hours 17mins ago
Did some minor animation tweaks for the Sentinel in Turnover. Looking sharp now. Will have to post a GIF sometime. #gamedev
4hours 20mins ago
Giving Evil Genius another shot. Love this game, but a massive bug made me walk away from it a while ago.
6hours 22mins ago
Jul 27 2014, 3:06pm
Jul 25 2014, 12:04pm
And the more and more art I do, the greater the appreciation I have for real artists.
Jul 25 2014, 10:42am
Fixing up some Sentinel animations. Trying to improve them a bit.
Jul 25 2014, 10:35am
Jul 23 2014, 3:37pm
Streamlined build environment, compiling everything (libs,etc) for Turnover on Linux is way faster. Now I will test Linux builds more often.
Jul 23 2014, 3:27pm