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/
I'm Colton, and I've been working daily to get ready for an upcoming playtest.
I have to do performance optimizations, and it's not QUITE as interesting as adding new stuff...🐛🧐
I'm Colton, and I've been working daily to get ready for an upcoming playtest.
I have to do performance optimizations, and it's not QUITE as interesting as adding new stuff...🐛🧐
Shoutout to my partner for the idea for the boss!
There's some skill involved with this boss, where any ability that can block projectiles sends back their vines!
Shoutout to my partner for the idea for the boss!
There's some skill involved with this boss, where any ability that can block projectiles sends back their vines!
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).