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/
So steam sees this as the 'details' in their leaderboard entry:
[3, 5, 7, 0, 0, ...]
and we map these values to meaning on the front end:
3 = 'Warrior'
5 = 'Axe'
etc.
So steam sees this as the 'details' in their leaderboard entry:
[3, 5, 7, 0, 0, ...]
and we map these values to meaning on the front end:
3 = 'Warrior'
5 = 'Axe'
etc.
1. Increased Damage
2. Increased Size
3. Adding in a Pulse effect (RARE)
4. Adding in a DoT effect (RARE)
5. Doubling the damage and increasing the pulse rate! (LEGENDARY)
1. Increased Damage
2. Increased Size
3. Adding in a Pulse effect (RARE)
4. Adding in a DoT effect (RARE)
5. Doubling the damage and increasing the pulse rate! (LEGENDARY)
Check it out here:
partner.steamgames.com/doc/features...
Check it out here:
partner.steamgames.com/doc/features...
In my navigation component, I have a timer per enemy to make a navigation call to determine the optimal path to the player.
I've tried A LOT of different navigation performance optimizations, but what I have now is just increasing the wait time based on distance - father = longer time to call.
In my navigation component, I have a timer per enemy to make a navigation call to determine the optimal path to the player.
I've tried A LOT of different navigation performance optimizations, but what I have now is just increasing the wait time based on distance - father = longer time to call.
Take the below worm scene for example and compare it against the crawler.
I've begun taking steps to reduce the number of components my merging the drops together - it reduces readability but will save on instancing 3 nodes per scene per enemy (imagine 300 enemies).
Take the below worm scene for example and compare it against the crawler.
I've begun taking steps to reduce the number of components my merging the drops together - it reduces readability but will save on instancing 3 nodes per scene per enemy (imagine 300 enemies).
The second image shows my GameReferences script, which will distribute the references if they are already obtained, or get them if not. A much more optimized way of getting refs.
The second image shows my GameReferences script, which will distribute the references if they are already obtained, or get them if not. A much more optimized way of getting refs.
1. Review animation player and what part of the node is being animated (i.e. sprite pos, sprite frame, etc.)
2. Create individual tweens and replicate each track of the animation player in one tween
3. Ensure time lines up for tweens
1. Review animation player and what part of the node is being animated (i.e. sprite pos, sprite frame, etc.)
2. Create individual tweens and replicate each track of the animation player in one tween
3. Ensure time lines up for tweens
1. Added legendary upgrade for Laser Eye - Polyphoria (double pupil)
2. Added upgrade icons for all of the laser eye abilities so far
3. Adjusted weighting for abilities and disabled some abilities that wouldn't be ready for playtesting
1. Added legendary upgrade for Laser Eye - Polyphoria (double pupil)
2. Added upgrade icons for all of the laser eye abilities so far
3. Adjusted weighting for abilities and disabled some abilities that wouldn't be ready for playtesting
1. Create an Area2D node that covered the cave region
2. Detect when the player enters and exits (body2D)
3. Emit a global signal (from a global signals class)
4. Consume that signal in my weather manager (or rain manager)
1. Create an Area2D node that covered the cave region
2. Detect when the player enters and exits (body2D)
3. Emit a global signal (from a global signals class)
4. Consume that signal in my weather manager (or rain manager)
1. Hurtbox (on enemy) emits signal on Hitbox (on weapon) to say 'hit'
2. Weapon emits signal to controller to check in hit
3. Controller increments hit total
4. Every spawn of new claws, controller (spawns them) checks if hit total == last total, if so we missed and we decrement
1. Hurtbox (on enemy) emits signal on Hitbox (on weapon) to say 'hit'
2. Weapon emits signal to controller to check in hit
3. Controller increments hit total
4. Every spawn of new claws, controller (spawns them) checks if hit total == last total, if so we missed and we decrement