We're working on a game which might fall under the Survivors genre. It's still early in development and we're making the deign up as we go but it's got some interesting ideas and potential promise.

Below are auto-generated updates captured from commit logs.

autoblog 2022-08-02 - 2022-08-07


  • The makings of a character...
  • Assets!
  • Prepare for LPC player sprites.
  • Refactor Player into a base class with subclasses / instances.
    Thinking it out as we go along.
  • PlayerMod now tracks Player PackedScenes. Archaeologist is kinda there. Player trying to take care of reasonable defaults. Player is bigger. Camera follows player along the Y which is a little awkward but otherwise the sprite doesn't line up with the shadow at greater heights.
  • Set up an AnimationTree / AnimationPlayer with the expected common Player animation names and states. Allows for fancy transitions and, if we keep our naming conventions in-check, easy propagation.
    LPC_Converter has an off-by-one error.
  • Those SpriteFrames.tres objects still need their target download.pngs.

autoblog 2022-07-28 - 2022-08-01


  • Debug change / show FPS and a font.
  • More musical candidates.
  • The collection of gems and XP.
  • More music!
  • Scalar now its own module.
  • Some texturebars (more work than they should've been) and an hourglass.
    Still need to connect 'em to stuff.
  • Sorta kinda level-up display.
  • Move Paradox to Levels (oops).
  • LevelUp popup skeleton.
  • PlayerMod now clones (too much) onto ghosts.
    Embiggen!

autoblog 2022-07-26 - 2022-07-26


  • Single scale_target (and changed hierarchy) so that everything stays in the same relative position while growing.
  • Variable rate spawning.
  • Level doesn't add Geometry since now we have an instancing plan.
  • Auto queue-free if we fall too far. Just in case.
  • Monsters now take damage and flash and maybe shrink into oblivion.
  • Gems which can be picked up.
    Needs more thought and smoothing over.

autoblog 2022-07-18 - 2022-07-25


  • Antigravity boost to speed up slopes.
    Results in slope surfing but that might be a good thing.
  • Slower zombie.
  • PolygonRounder rounds polygons.
  • Rounded polygons.
  • Zombies face left sometimes.
  • Heart rejects Monster.
  • Hearts now use Launchers.
    Because something else soon shall too.
  • More level room for monsters to fly off to.
  • Perhaps the framework for an attack that launches monsters.
  • Camera better deals with object popping in/out at odd times.
  • Kinda stupid Actioner for one-time action.
  • Hee hee that's kind of an attack.
  • Camera automatically and pleasantly returns to assumed spawn point between characters.
    A little wonky if you rotate while it's moving.
  • Don't antigravity if not grounded. Reduce floorcheckers a little. Exclude AttackZone from Player FloorChecker.
  • Ghosts now spawn consistently relative to the player respawn and there's a quiet second where there probably aren't players (unless there are overlong ghosts going on).
  • QuietTime is now a fancy animation.
  • Rename Spawner to Mercury.
  • Spawning animation.
  • Name collision layers, use them more sensibly, and start to add a ShadowCaster.
  • Part of an hourglass.
  • Starting to draw a shadow.
    Right now it's more like a hoola-hoop.
  • Shadows. Sorta.
    They seem to rotate a bit relative to the camera.
  • Adjust sprite offsets for better shadow behavior.
    Still a little bit of rotation but now the pop-out is more distracting.
  • Reduce the FOV a little; looks better.
  • Cast longer shadows for high-jumps and pull 'em up a tad to help with the z-fights.
    Still a little mystery vanishing.
  • Ghosts look spooky now.
  • Untested bugfix.
  • New name new notes.
  • A sand dune.
    Still messing with import workflows.
  • AutoImporter which will replace any nodes on its scene root with scenes from the same directory that have the same name prefix.
    For replacing a .gltf import with tailored instances.
  • Include Geometry in the instances. Also SmallDune.
  • Uncheck the box on success.
    Though we may be done with this util.
  • The outline of scaling monster stats but uh.

autoblog 2022-07-18 - 2022-07-23


  • (Un)Pauser.
  • Antigravity boost to speed up slopes.
    Results in slope surfing but that might be a good thing.
  • Slower zombie.
  • PolygonRounder rounds polygons.
  • Rounded polygons.
  • Zombies face left sometimes.
  • Heart rejects Monster.
  • Hearts now use Launchers.
    Because something else soon shall too.
  • More level room for monsters to fly off to.
  • Perhaps the framework for an attack that launches monsters.
  • Camera better deals with object popping in/out at odd times.
  • Kinda stupid Actioner for one-time action.
  • Hee hee that's kind of an attack.
  • Camera automatically and pleasantly returns to assumed spawn point between characters.
    A little wonky if you rotate while it's moving.
  • Don't antigravity if not grounded. Reduce floorcheckers a little. Exclude AttackZone from Player FloorChecker.
  • Ghosts now spawn consistently relative to the player respawn and there's a quiet second where there probably aren't players (unless there are overlong ghosts going on).
  • QuietTime is now a fancy animation.
  • Rename Spawner to Mercury.
  • Spawning animation.
  • Name collision layers, use them more sensibly, and start to add a ShadowCaster.
  • Part of an hourglass.
  • Starting to draw a shadow.
    Right now it's more like a hoola-hoop.
  • Shadows. Sorta.
    They seem to rotate a bit relative to the camera.