Lone Survivors - GreatColtini Industries
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greatcoltiniinc.bsky.social
Lone Survivors - GreatColtini Industries
@greatcoltiniinc.bsky.social
I'm an indie developer, making a game!

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/
Functioning similarly to the class, we map the weapons to integer values and assign them in an array.

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.
November 14, 2025 at 2:06 AM
What upgrades does it offer?

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)
November 13, 2025 at 12:10 AM
Want to learn more about Steam's leaderboard offerings?

Check it out here:
partner.steamgames.com/doc/features...
Steam Leaderboards (Steamworks Documentation)
partner.steamgames.com
November 12, 2025 at 12:45 AM
2:
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.
November 9, 2025 at 7:43 PM
Specifically, for 1:

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).
November 9, 2025 at 7:43 PM
As you can see above, this is AFTER changing 48 scripts already, AFTER already changing a bunch of other scripts.

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.
November 9, 2025 at 2:28 AM
My workflow looks something like below, in case anyone is curious:
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
November 4, 2025 at 4:40 AM
Some other notable additions from today:
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
November 3, 2025 at 4:03 AM
In case anyone is wondering about implementation, my strategy was this:

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)
November 2, 2025 at 2:55 AM
I love this art style!
October 31, 2025 at 3:46 AM
How it works?
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
October 31, 2025 at 2:23 AM