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Turnover's Minimap Turnover running in Linux Sentinel Spotted Animation
Blog RSS Feed Report abuse Latest News: Turnover - Progress Report: HUD, Line of Sight, & Minimap

0 comments by anthnich on Apr 17th, 2014

Ever since the release of Turnover’s reveal trailer, I feel pretty invigorated. Work has been productive lately.

HUD & Minimap

After some tester feedback, I have added a minimap to the HUD.

Turnover's Minimap

Since level work is hitting the midway point, levels are becoming larger and more complex, so the player might become slightly lost when trying to figure their way around. Adding a minimap is a logical remedy, as it gives the player an idea where they are without revealing the entire floor to them. Since only walls and deco are shown in the minimap, the player can use it as a quick reference. Looking ahead and planning your movement are still a must.

You can also see from the shot above that I’m starting to group HUD elements together. The player can also choose their HUD opacity.

Improved Line of Sight

Previously :

My play tester complained often about corner problems when a Rent a cop and a Sentinel would square off in a gun battle. I was finally able to reproduce the problem.

Originally, I depended on a higher-resolution (i.e. small tile size) grid map to check for obstacles. The obstacle map was the floor, split into a grid of tiles that indicated whether the tile had an obstacle occupying it. Using Bresenham’s line algorithm, I would check from the enemy’s view to his target. As I plotted the path, if a tile had an obstacle, he didn’t have LoS to his target. Simple, effective, yet problematic.


As you can see here, the Rent a cop and the Sentinel can see each other, thus will fire at each other. But, their bullets are striking the walls. That’s because the bullet collision is less forgiving (point precise) then the tile-based LoS. While the entities can see other, the bullet, on it’s straight path, will collide with the wall.

To remedy this problem, I have rewritten my Line of Sight code, moving away from the grid-based system to its own raycast routine. Now, the enemy will cast a line to its target, checking intersection with obstacles entities (broken into wall segments). This allows a much finer resolution of sight checking.

This LoS has a negligible increase in CPU time, but I gain far more accuracy and a reduction of memory usage, since I don’t have to store a LoS grid anymore.


Level work continues. The HUD is now draft-quality and no longer a work in progress. Some other neat things are currently a work in progress and hopefully I’ll get to show those off soon.

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Post comment Comments
Rafficka Feb 18 2014, 5:08pm says:

what language and library are you using to make this?

+2 votes     reply to comment
anthnich Feb 18 2014, 7:41pm replied:

It's being developed using C++ and SFML 2.1.

+2 votes     reply to comment
anthnich Dec 12 2013, 2:35pm says:

Thanks for following, everyone!

+1 vote     reply to comment
Eomdor Nov 9 2013, 5:26am says:

Has a lot of potential, tracking :D

+2 votes     reply to comment
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Here's a interesting article of the physics of the Sonic games. Some good platforming insight. #gamedev

15hours 12mins ago

@CaptainKraft @Quade81 Love the style of Before!

15hours 17mins ago

Turnover - Current HUD - Stamina, minimap, and noise all put together. #screenshotsaturday #gamedev #indiedev

15hours 20mins ago

Blog: Turnover - Progress Report: HUD, Line of Sight, & Minimap #gamedev

Apr 17 2014, 2:24pm

@CaptainKraft Will do!

Apr 16 2014, 3:11pm

@CaptainKraft Damnit! Me not good with words. If I play again, I'm totally going sneak!

Apr 15 2014, 10:04pm

@CaptainKraft Nord, Sword and shield. I usually play a sneaker, so this is a nice change. What did you play as?

Apr 15 2014, 12:25pm

@CaptainKraft Waaay late to the party. Never liked Oblivion, but I think Skyrim is great!

Apr 14 2014, 9:21am

Ok, Skyrim, you can give me my free time back now...

Apr 13 2014, 9:25pm

Turnover - Here's a shot of the new minimap, along with some HUD elements. #gamedev #screenshotsaturday

Apr 12 2014, 11:33am

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