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Deus Ex Machina in an exploration into a fan remake and modernisation of the original in Unity, redesigning systems and game mechanics to conform to modern iterations of the franchise and the genre as a whole. Not designed to be an exact remake of the original but instead and evolution of it with the intention being at this early stage to produce a reimagined Liberty Island as a portfolio piece.

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Turrets
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Description

Turrets in this project are comprised of a number of varieties and types.

Firstly there will be no movable turrets mounted on boxes such as in HR. And the ceiling mounted ones look like they are more suited to shoot aircraft down than to be guarding a specific location from personnel. The blue circle featured on both of these are designed to notify the player of their location, but that is the last thing you would want to do as someone responsible for their placement. You want players to be taken by surprise if they run into an area without properly checking it first. In other words, no babying them.

There are a number of different mounting mechanisms that can be employed based on where they are to be located. High building faces and open multi leveled internal spaces can employ wall mounts. The turret can either sit on top of the mount or be hung under it.

Corridors and high security single story spaces can employ ceiling or floor mounted turrets which either are hidden behind a security door or remain out in the open.

Some turrets may also be combined with a security camera, so these units act as both a detector and a means to neutralise an adversary when detected, though you will only really find these in ultra high security areas like Versalife labs and military installations.

Finally there are a number of different aesthetics and weapons for turrets based upon their manufacturer and the importance of the location they are defending. Aesthetic variations of the base turret do not impact functionality, but provide variations to an otherwise globally ubiquitous object.