Turnover
Turnover
                                                                                                                                                                                                                                                                                              
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Blog RSS Feed Report abuse Latest News: Turnover - Progress Update: Post-KickStarter Edition

1 comment by anthnich on Sep 10th, 2014

Now that the shock of having Turnover’s KickStarter funded is wearing off and the excitement of the next step is settling in, it seems to be a good time to make a legit devblog post about Turnover. It’s been a while!

Post KickStarter

The private backers-only devblog is up and running and I have begun posting regularly to it. I hope the information there has been interesting so far. Everything else related to the campaign is waiting for the funds to clear.

I have put PR aside and I’m dedicating time to moving Turnover forward. For the near future, things may seem quiet regarding development. The truth is I’m hard at work. 

Engine Improvements

Recently, I have been reading through Game Engine Architecture by Jason Gregory. Even though it can be console centric at times, it is one hell of a book that gives a great overarching breakdown of what goes into a game engine.

Inspired by the book, I spent the last week or so improving a number of different parts of Turnover’s engine. The goal is to ensure that Turnover is as stable as it can be, putting what I learned to use.

I rewrote the drawing code and folded it into a RenderManager class, sort of a one stop shop for most anything related to drawing and screen effects. Rewriting this let me get around one screw up that I had been wanting to address - the ability to change graphic settings without restarting the game.

I revamped a number of other parts related to file handling, input, resource handling, and more. The goal was to address hacks, fix bugs, and remove redundant code. So far, everything has been a success.

Next, I’d like to refactor the collision code. It runs well for what is required, but I still feeling like it can be improved for future use.

Development

Usually I play Turnover in piece meal, testing levels and gameplay concerns as needed. A few weeks ago, I realized that I haven’t actually played through Turnover as it stands in a long time. So, I decided to give it a go. As it turns out, I think the game is in a good place right now. I feel pretty confident that I “pulled it off” and I’m happy with what is completed so far. What a relief.

Now the eternal question — will others think it is fun? I’ll try not to stress over that question too much right now, there will be plenty of time for that down the road.

I’ve addressed most of the issues post test and have given the newest build to a tester. While I’m waiting for feedback, I’m moving onto more level work. Right now, there are roughly 10 more levels to create, cutscenes to be made, and art to be finished. In so many words, the game is still in the heat of development.

Art

I’ve been going back and adding some depth and detail to some of the more stale sprites. Just want to give a couple of examples.

image

Here’s an old trash can. Looks pretty flat.

image
Here’s a can with some added depth.

image

Here’s some more depth added to a PC console sprite.

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Post comment Comments
anthnich
anthnich Aug 29 2014, 1:43pm says:

Turnover's KickStarter is successfully funded! Thank you!

+1 vote     reply to comment
Rafficka
Rafficka Feb 18 2014, 5:08pm says:

what language and library are you using to make this?

+3 votes     reply to comment
anthnich
anthnich Feb 18 2014, 7:41pm replied:

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

+3 votes     reply to comment
anthnich
anthnich Dec 12 2013, 2:35pm says:

Thanks for following, everyone!

+2 votes     reply to comment
Eomdor
Eomdor Nov 9 2013, 5:26am says:

Has a lot of potential, tracking :D

+3 votes     reply to comment
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Turnover
Platforms
Windows, Linux
Developed By
anthnich
Engine
Custom Built
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Official Page
Themaninthecape.com
Release Date
TBD
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Style
Genre
Stealth
Theme
Realism
Players
Single Player
Project
Indie
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Latest tweets from @themaninthecape

Here's the new, low-res vision cone for NPCs in Turnover T.co #screenshotsaturday #gamedev #indiedev

Sep 20 2014, 7:01pm

RT @kristruitt: Master Spy #screenshotsaturday Updated Demo! T.co Action Gif! T.co T.co

Sep 20 2014, 7:01pm

@ArtificeStudio Haha, true!

Sep 18 2014, 3:15pm

I think the best part of being a one man #gamedev team is always having a variety of things to do.

Sep 18 2014, 3:11pm

The amount of work that goes into even a small engine is insane. It's been such a enlightening and rewarding experience so far. #gamedev

Sep 18 2014, 11:41am

Back to the comfort of Tomb Raider 1. After all these years, the game is still great.

Sep 18 2014, 10:13am

@mindrelay Great article. Thanks for the link.

Sep 17 2014, 2:36pm

#IndieDevhour Been adding some more frames to animations, trying to make them smoother. T.co #gamedev

Sep 17 2014, 2:25pm

RT @RaphLife: Five. More. Days. #thelongdark T.co T.co

Sep 17 2014, 1:01pm

@PlasticDreams_G @GamingMuchroom Art is something I'm working at getting better at. Do you find animation tough?

Sep 17 2014, 10:52am

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