Lone Survivors is a survivors-like game with meta progression, unique character classes, and one active ability!
Check it out here: https://store.steampowered.com/app/3629280/Lone_Survivors/
Check it out at the link here:
store.steampowered.com/app/3720490/...
If you play it, please feel free to tell me your thoughts, concerns, and don't be afraid to drop a review!
#gamedev #steamnextfest
I've been working on adding more content to the leaderboards, and we've attached some more metadata in a similar method to before.
Now, each leaderboard entry contains:
1. Class
2. Character Level
3. Weapons
Check it out below!
#indiedev #gamedev #indiegames
I've been working on adding more content to the leaderboards, and we've attached some more metadata in a similar method to before.
Now, each leaderboard entry contains:
1. Class
2. Character Level
3. Weapons
Check it out below!
#indiedev #gamedev #indiegames
The newest ability to join the roster is the Undying Flames
Perhaps a staple ability type in this genre, this ability just damages nearby enemies over time!
It was pretty fun to make this ability, and it's been on my backlog for a bit now.
#indiedev #gamedev
I've been working on adding some additional metadata to my leaderboards in preparation for the playtest.
The newest addition is adding the class played!
When you make a score in the leaderboard, it stores your class and displays it!
#gamedev #indiedev
The Builder is one of six classes available in the coming playtest!
The Builder features turrets he can deploy as his active ability, and his progression tree unlocks Dynamite and the Drone abilities!
Check out some gameplay below!
#indiedev #gamedev #solodev
Talking about performance every day is very exciting (....maybe)
I continued to tackle performance problems. I have done two things (that will take some tweaking) to see some late game gains.
1. Reduce nodes in enemy scenes
2. Reduce navigation calls
#gamedev #indiedev
Today was another optimization day.
I've been working on removing repeated calls to get_tree().get_first_node_in_group, so that we don't have to loop through the whole node tree repeatedly, costing performance.
I am using an autoload to store references:
#gamedev #indiedev
I didn't get as much time to work today as usual, but I've been spending time working on adding more meta progression upgrades.
I'm satisfied with the Warrior + General upgrades, next to come for the playtest is the Barbarian.
Take a look at some below!
#indiedev #gamedev
This is more of a notice than update, but I am launching a playtest with a prize for the best endless record!
You can check out the details here:
store.steampowered.com/news/app/362...
If you want to join my discord, please reach out to me personally!
#indiegames #gamedev
This is more of a notice than update, but I am launching a playtest with a prize for the best endless record!
You can check out the details here:
store.steampowered.com/news/app/362...
If you want to join my discord, please reach out to me personally!
#indiegames #gamedev
I am still running into performance issues, so one thing I decided is replacing all of my AnimationPlayer nodes with just using a component that tweens the animations instead.
This way, each entity doesn't NEED an animation player, just a couple of tweens!
#indiedev #gamedev
I continued working on my endless mode, and have been also working on getting the game ready for playtesting!
That means:
1. Adjusting leaderboard to show in main menu
2. Deactivating hub for now
3. Disabling some features that are WIP for main game
#indiegame #gamedev
I continued working on my endless mode, and have been also working on getting the game ready for playtesting!
That means:
1. Adjusting leaderboard to show in main menu
2. Deactivating hub for now
3. Disabling some features that are WIP for main game
#indiegame #gamedev
Happy Halloween!!
Laser Eye!
I'm working on yet another ability to add to the roster!
The Laser Eye is both all-seeing and all-violent, and it targets the nearest enemy with a beam attack. One of it's rare upgrades makes it sweep at an angle!
#indiedev #gamedev
Working on another new ability, Claws.
Claws are a short range ability, with a unique upgrade where each consecutive hit on an enemy increases their size and damage (still to be tuned)!
See the claws built, and then in action below:
#gamedev #indiedev
It's everybody's favourite time - bugfixing time 🐛
I tackled resolving a few bugs - such as the Necromancer's graves (from his active ability) not appearing where they should!
I also continued working on abilities - with the Meteor implementation.
#indiedev #gamedev
Feature: adding more affixes!
Affixes appear in Ascension 1+ in the campaign (after beating the game), and after 6 minutes in endless.
Affixes modify the enemy, such as:
- Bloodlust: enemy heals when nearby enemies die
- Gravitational: pulls player in
#indiedev #gamedev
Today, I worked on adding more upgrades to the Warrior class.
The Warrior can upgrade his sword ability with some additional meta upgrades:
1. Sword strikes -- allows the sword to strike repeatedly
2. Sword waves - like LoZ Master Sword sending waves!
#indiedev #gamedev
The newest ability to join the roster: The Boomerang
The boomerang launches out from the player and always returns! (Sometimes, it seeks out enemies on it's way back...)
See the boomerang in action below!
#indiegames #indiedev #gamedev
The newest ability to join the roster: The Boomerang
The boomerang launches out from the player and always returns! (Sometimes, it seeks out enemies on it's way back...)
See the boomerang in action below!
#indiegames #indiedev #gamedev
www.lonesurvivors.ca
There's no backend, and it's probably less interesting than the Steam page, but I figured it's cool to have a website these days..
#webdev #indiegames
www.lonesurvivors.ca
There's no backend, and it's probably less interesting than the Steam page, but I figured it's cool to have a website these days..
#webdev #indiegames
In Lone Survivors' Campaign, you will encounter optional objectives based on some triggers!
I've been working on implementing these!
One example is finding the Blacksmith (once found, he joins you for the rest of the map as well!) - on Ascension 1.
#indiedev #gamedev
I made some tweaks to the Drone, and gave it a rocket launcher attachment
Take a look below to see the drone go through multiple different looks (with rockets, with laser, and with buzzsaws), as it helps you defeat the enemies!
#indiedev #gamedev #godot
It's hard to believe it's been a month of Lone Survivors updates, but here we are!
I've been working on adding a new ability, the Defense Drone. This drone will make your lone survivor a little less lonely, by attacking enemies with bullets and saws!
#indiedev #gamedev
Endless Leaderboards + Scoring!
Today I changed how the endless levels will be scored. Instead of a flat rank based on time, now your performance will matter.
Based on:
1. Time
2. Kills
3. Levels
4. Upgrades
5. Boss/Elite kills
(UI still a bit WIP)
#indiedev #gamedev
Today, we explored the age-old topic of whether or not we would kill the enemy in our survivors-like if it was a worm.
The answer is YES.
See below the latest cute addition to the Grasslands!
#indiedev #gamedev #godot