In the seedy underbelly of Bailecittà, under the iron fist of the Borflaw corporation, the line between thief and private investigator is as clear as the fog that blankets the streets and factories.
You play as Sadmuc, a freelance “Baffler”. Few of the electronic surveillance systems and safeguards throughout this city can stand up to your custom EMP railgun. But shooting them from a distance doesn’t get you past them. The entire point is that you help somebody else get past.
And when it comes to sniffing around Borflaw's facilities in the sealed-off Bonglesticks area, the only person you can rely on for that is your old partner, Rania. If she can put up with you long enough, you might just be able to get to the heart of whatever Borflaw is up to.
Key Features
Tense, tactical gameplay where success or failure relies on your aim.
Multiple starting locations, allowing you multiple options from which to provide overwatch.
Guards that will not stop searching when they know an intruder is nearby.
The Steam Summer Sale is now on! If you've had Turret Baffler on your wishlist, now's the time to buy it!
My next game: Turscar Isle
I originally planned to add a few more levels after release, but due to my questionable attention span, I've started planning my next game. The working title is Turscar Isle, and it's going to be a Thief-style stealth game which involves robbing a cult of spammers.
Yes, you did read that correctly. A cult of spammers. Could there be any group more deserving of being robbed blind?
[hr][/hr]Sln go fill,
Aceade
Well, here we are! My first commercial game is now available for you to buy!
...I have no idea what New Developers are supposed to do here. Run around in circles spamming with happiness? Go to the pub?
Anyway, I hope you enjoy it!
I was originally planning to release Turret Baffler in time for Halloween, but that might be my chronic procrastination at work. So, I'm moving it forward to the end of May.
Current state of things
The game currently has 7 levels, plus the tutorial, and is undergoing beta testing. I was planning to add another three, but I don't see why I can't add them after release.What I have to add after release
Obviously, bug fixes will come first. However, I'm going to add those three levels:- Train yard - lowering a bridge to allow some help in.
- Generators - turning off some generators to hinder defences elsewhere.
- Evac - get out of the zone (again).
The only significant mechanic I'm considering adding is a time limit - or rather, after 5 minutes or whenever guards WILL start spawning regardless of how many alerts you've had. This will provide some extra tension, forcing you to weigh stealth vs speed.
Performance fixes
- Lowered physics tick rate from 60 to 30.
- Lowered some texture sizes.
- Simplified some colliders
Dialogue/UI/UX
- Level intros can be replayed with a new button.
- Music changes throughout levels
- Adjust dialogue to match music/setting/plot
Other
- Big Head Mode and ability to disable UI awarded for beating game
- Added check to prevent AI getting stuck
- Added code to prevent AI from sliding on faces after Runner. Even if this is funny.
I never did a beta devlog, so here we go.
Main changes
- New levels: Warehouses and Signal Boost
- Performance fixes: using simpler colliders where possible
- Graphics: adjusting fog within levels.
Patches
- More props and scenery in levels.
- Planning camera rotates faster.
- The option to always show controls is updated correctly.
- Camera towers act as navigation obstacles again - no more NPCs trying to walk through them!
- Finally fixed an animation bug where the Runner wouldn't crouch while in a hiding spot.
February Devlog
So, first devlog on Steam. I don't have a fixed timeline for these, but I think it's about time I reported some progress. I've updated the demo to include some of the new features as well, so go ahead and give it a try!Here's a quick video summary:
Next release
The next release will be around the end of March/start of April, which is going to be when I enter Steam Early Access.UI/UX improvements
Some feedback from a former colleague and from demoing at the Galway Game Devs meetup this month was to improve cutscenes and add some colour-coding for the planning stage.Cutscenes will not advance unless you, the player, manually clicks a button. This should allow you to read at your leisure. I've also adjusted the size and position of the in-mission dialogue.
Planning now uses colour-coded arrows and buttons to highlight particular things. I've tried to make that usable for anyone with colour-blindness, using a 3rd-party filter to simulate it in Godot. The auto-generated thumbnail for the video version actually shows that filter in effect.
New levels
I don't show this in the video, but there will be two new levels. The first involves your Runner friend getting onto a rooftop to scout out an old police station, and the second will involve her sneaking out of said police station. As usual, you'll provide overwatch/sniper cover.Potential achievements/rewards
I'm considering adding achievements. Obviously, there will be ones for completing the game, but I'm also thinking of adding ones for:- Destroying the target before the Runner gets there.
- Completing a level without being detected.
- Falling in the water.
- Completing the game with Big Head Mode enabled.
Did I just include that last one? Errr...yes. I'm considering making that a reward for beating the game, purely because I think it's funny!
I'm going to shut up now. See you in the next one, and feel free to try out the demo!
-Aceade
Minimum Setup
- Processor: Intel Core 2 Duo E8200. AMD Athlon XE BE-2300. Snapdragon X EliteMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Intel HD Graphics 5500 (Broadwell). AMD Radeon R5 Graphics (Kaveri)
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