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Genre: Strategy, Indie

Survivor Squad: Gauntlets

Update #18 - Shooting While Moving, Variables and Event Triggers!


Howdy folks!

This weeks update is a big one!
First of all, Shooting while moving has been added!
It's one of the most requested features and you can now try it out. It is a very delicate mechanic so I look forward to hearing you feedback.


Event Triggers!
Now Events have a separate tab for adding Event Triggers. Previously all Events were hardcoded with Proximity and Condition triggers, now you can add the ones you want including all the new triggers like Infected_Died and Item_Proximity.


Gauntlets Variables!
It's very difficult to explain how important this is but it is massively important! There are various types of Variables and most Event Actions can take Variables as an Argument.
If you are a programmer like me you can probably start imagining all the possibilities but for everyone else let's just say the possible uses are endless.


For example it is now possible to make a Gauntlet that works like an arena with RPG elements like leveling up or a shop. You can make it so that every dead Infected drops a certain resource, then using Item_Proximity you can make an Item drop area and increase a variable by that amount. Doing so you can get a "bank" of resources, then you could for example have a button that checks if you have enough resources to spawn a better Weapon or increase the Survivors View Distance.


With enough imagination you could now build an entire complex RPG within the game! Stay tuned for some really cool Developer Gauntlets to be added in the coming weeks!

Enjoy!

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v0.19 - 17/03/15

* New Gauntlet_Variable: Added Lots of new Variable Types! Now pretty much every Event Action can use a Variable as an Argument making for millions of possible uses!
* New Event_Trigger: Item_Proximity, Triggered when a number of Items of Type are inside Area, with Variables you can use this to create an Item drop off point to create a currency in-game
* New Event_Trigger: Infected_Died, Triggered when an Infected dies, Global or Area. With this you can for example create a Gauntlet where an Infected drops a piece of Scrap when he dies, then use the Item_Proximity to create a drop off point and have some shops using Buttons and Variables
* New Event_Trigger: Survivor_Downed: Triggered when a Survivor is Downed, Global or Area. Use this to manage difficulty by making it easier if a Survivor goes down
* New Event_Trigger: Survivor_Died: Triggered when a Survivor Dies, useful for managing difficulty as well
* New Event_Action: Environment.Item_Destroy, Destroys items that triggered this Event or based on Variable
* New Event_Action: Gauntlet.Score, Add or Remove Score, for example Add 100 Score for Every Infected Killed
* New Event_Action: Var.Tween, Tweens a Variable from Start to End in Duration, you can Tween some Float Variables and use them on a Color Variable to create a gradual Sunset making it slowly more red and dark

* Changed Event_Action: Var.Store_Info, added ability to store all kinds of Info, like the current Position or Name of a Survivor
* Changed Object: Laser, you can now set to Kill Damage or a fixed Damage Amount, useful if you don't want instant death when touching on Damage Rulesets

* Added Shooting while moving! Survivors will fire slower while moving and have reduced View Distance, Fov. Hold LeftShift while you give the move order
* Added Event Triggers, this replaces the previous mode of setting proximity, inside and condition. Now there are plenty more ways to trigger Events. Event Triggers can also store Info in Variables such as what Item or Survivor triggered it
* Added Score Types, Start at 100k or Start at 0
* Added Position Drag on Infected Patrol
* Due to how the new Variables work, they can no longer be edited after being created
* Fixed Jeep hitbox when using Static Start
* Fixed Achievement amount being displayed incorrectly in the Profile
* Fixed Dropbox going out of camera view
* Fixed Screenshake while using Active Pause

Update #17 - Motion Sensor, Personal Defense System more Gadgets and 45 new Sprites!

Howdy folks!

This update adds 45 Gauntlet Sprites that you can use to add some flavour to your gauntlets.


Gadgets added! You may recognize them as the Gadgets in the original Survivor Squad and they are now available for use in your Gauntlets. You can place them on the map or as an item in your Survivors Secondary slot to be used when the player wants.
The gadgets also can now have a Condition tested before usage and an Event afterwards. Using this you can make limited usage or a cooldown on any item.
For example you can give the Player a Video Camera gadget and when the spawns the Video Camera you can give him a Remote that enables or disables that camera! Just imagine all the possibilities!

Scaling various objects is now much better since the scale origin is now in a corner rather than in the center which should make it much easier to get the size you want.

Don't forget to post your suggestions in the forums or as a review on the Steam page. I'm looking for all the feedback I can get on the current state of the game and suggestions for new features to be implemented.

Is there any scenario you can imagine but cannot build? Is there any complex puzzle that you would like to make? Is there any weapon or whacky gadgets that you would like to see ingame?

Let me know any thoughts you have and with your help we'll make this the best game it can be!

I look forward to reading your feedback!
Cheers and enjoy the update!

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V0.18 - 10/03/15

* New Event_Action: Object.Enable Disable, generic action for Enabling or Disabling most objects like the Gadgets
* New Event_Action: Infected.Animate, play animation on Infected
* New Gauntlet_Sprites: Added 45 Visual Sprites to add flavor to your Gauntlets!
* New Secondary Gadget: Sentry Gun, place a sentry gun on your Survivor position that automatically fires at Infected
* New Secondary Gadget: Personal Defense System, instantly kills Infected in range of the Survivor
* New Secondary Gadget: Video Camera, provides vision in area can rotate around an area like a Sentry Gun
* New Secondary Gadget: Motion Sensor, sends out a pulse that locates enemies
* New Secondary Gadget: Decoy, attracts Infected until destroyed

* Added Delete Hotkey to Editor
* Added Event to Start object that automatically triggers on Start
* Gadgets can now have a Condition tested before usage and an Event afterwards. Using this you can make limited usage or a cooldown on any item
* Scaling origin for Hitboxes, RainCovers, Pathblockers and Background sprites is now on the top left corner making it easier to scale to the desired size
* Fixed Heal Area Icon
* Fixed issue with Pathblocker rotation now correctly applying Pathfinding changes
* Fixed issue with Profile level going above 50
* Fixed Helicopter being below black fog of war
* Fixed issue with Survivor.Disarm
* Fixed Shoot Flash being visible when using Melee

Update #16 - New Gauntlet Rulesets, Damage and Damage with Death!

Howdy folks!

This week's update adds two new Rulesets, Damage and Damage with Death.
With Damage, Survivors take damage from Infected and go down if their health reaches 0, then they remain on the floor and must be helped up.
In Damage with Death, same as Damage Ruleset except Survivors die if their health reaches 0 after being downed.


Play around with these new rulesets and make more awesome Gauntlets! Use Survivor.Respawn Event Action to respawn Survivors if you need a certain number before a certain section.

Also plenty of fixes, thanks to everyone who keeps providing feedback!

Enjoy!

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v0.17 - 04/03/15

* New Gauntlet Ruleset: Damage, Survivors take damage from Infected and go down if their health reaches 0, then they remain on the floor and must be helped up
* New Gauntlet Ruleset: Damage with Death, same as Damage Ruleset except Survivors die if their health reaches 0 after being downed
* New Event_Action: Survivor.Respawn, respawns a Survivor back from the dead, use this to guarantee a certain number of live Survivors

* Added Gauntlet Option: Maximum Infected, a hard cap to make sure Infected dont keep spawning forever
* Game Over dialog if all Survivors are dead
* Infected now go into Random Patrol mode after killing a Survivor
* When a new player opens the editor for the first time the player is asked to play the Editor Basics Tutorial
* Fixed Gauntlet Name blinking if shooting occured
* Fixed Doors not being pushed correctly
* Fixed an issue that cause the Survivors weapon to become irresponsive
* Fixed Infected being stuck on the respawn points
* Fixed Respawn points being visible when they shouldnt
* Fixed Survivors not being Desincapacitated if the Incapacitator was despawned
* Fixed Survivor sound spam when activating a continued use button
* Fixed several issues with low framerates
* Fixed Pressure Plate activation area being too small on Pressure Plates with big sizes
* Fixed Sprites being rotated 180 degrees

Update #15 - Profile leveling, 20 challenges and massive performance improvements!

Howdy folks!

Today's update adds a Leveling system to your Profile. Playing Gauntlets and unlocking Achievements increases your Profile Level. Currently it serves to check how experienced a player is since you can see his level on the leaderboards, I may add bonuses of some sort to the levels in the future.

Added a new Template to teach players how to do Time or Damage based tests, useful for making some cool achievements for your Gauntlets.

Restart Gauntlet button added to the In-game menu, hadn't thought about it before so thanks to Evan Hitchings from Two Dash Stash for the suggestion!

Also many performance improvements, as a whole everything should run faster. Massive levels no longer have a serious performance drop the longer you move and the Pathfinding refresh on various objects should no longer cause the game to hang for a few milliseconds.

Cheers!

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v0.16 - 25/02/15

* New Template: Time Based Tests, useful for learning how to do Time or Damage based Achievements

* Changed Event_Action: Gauntlet.Achievement_Trigger, now has a optional Condition Id that triggers the Achievement only if True

* Added Gauntlet Achievements to The Great Escape and The Great Escape Lite
* Added 7 General Achievements
* Added 20 Challenges, they work as a sort of Tutorial guiding the Player to do various things
* Added Levels based on experience from Achievements and completing Gauntlets
* Added Daily Challenges, simple challenges that change every 24 hours
* Added Restart Gauntlet button to In-Game menu, thanks to Evan Hitchings from Two Dash Stash for the suggestion!
* Massive performance improvements across the board!
* Changed how Pathfinding works so now it shouldn't hang whenever it is refreshed
* When a new player launches the game for the first time the player is asked to play the Game Basics Tutorial
* Cursor controls now work on various TextBoxes like Background Text and Survivor Dialog
* Fixed issue with Minimum Infected not working if start was set to Static
* Fixed issue with Rain Covers and Respawn points being selectable while not visible
* Fixed Single State and Repeatable buttons with Conditions being invisible

Update #14 - Steam Trading Cards, more Achievements and Conditions!

Howdy folks!

This week's update adds Steam Trading Cards, a total of 15 Cards (8 drops), 5 Profile Backgrounds and 10 Emoticons! :bomb_boom::evey::helicopter::backpack_large::gauntlet::hack_the_planet::jeep::remote_controller::sentry_gun::vendetta:

Achievements were also added to the Gauntlets: Grabber Machine, Trailer Gauntlet, Snow Outpost and Darkness.
You can make your own cool Achievements with the new 100 Icons and using the new Conditions you can make Achievements based on Damage Taken on a certain area or Time.

Use the Event Action Var.Store_Info to store the current Time, then use Var.Increment to add 60 to that Variable and then you can use an Event triggered where you want that has Event Action Condition.If that will use condition Time_Compare with the variable you previously set to check if the player made it there in less than 60 seconds!

That's just one possibility, I'm sure you can come up with more interesting uses for storing and testing Variables so get to it!

Cheers!

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v0.15 - 17/02/15

* New Condition: Damage_Taken_Compare, compares current Gauntlet Damage Taken to a value or variable, useful for Achievements
* New Condition: Time_Compare, compares current Gauntlet Time to a value or variable, useful for Achievements
* New Event_Action: Var.Store_Info, stores info in variable, currently possible to store Time and Damage Taken

* Changed Condition: Var_Compare, can now compare with a fixed value or a variable

* Added Gauntlet Achievements to Grabber Machine, Trailer Gauntlet, Snow Outpost and Darkness
* Added visual notification on Achievement Unlocked
* Added 100 more Achievement icons
* Added Paging to Profile Achievements
* Added Gauntlet Achievements to Profile and Steam Achievements for Featured Gauntlets
* Added Next Gauntlet button to End Screen, automatically plays the Next Featured Gauntlet that you haven't yet played
* Gauntlet Star rating is now shown on the End Screen
* Implemented Steam Trading Cards
* Incompatible Gauntlets are now hidden
* Fixed Backspace bug on some Textboxes
* Fixed issue with Locate button moving camera irregularly

Update #13 - Steam Achievements and bonus score for Custom Achievements!

Howdy folks!

This week's update adds Steam Achievements which can also be viewed on your In-Game Profile.
Also added bonus score to custom achievements so you can reward players for doing them.

Cheers!

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v0.14 - 11/02/15

* Added Gauntlet Achievements to Tutorial Gauntlet
* Added Achievements to Profile
* Gauntlets played on the profile is now correctly sorted based on Last Gauntlet Played
* Implemented Steam Achievements, Leaderboards and Stats
* Gauntlet Achievements can give bonus score
* Textboxes for Achievements Name/Description can now move the cursor with LeftArrow, RightArrow, Home, End and Mouse Click
* Fixed Teleport item not having a Ghost
* Fixed changing Achievement icon unvalidating a validated Gauntlet

Update #12 - Teleporter gadget, player profiles and custom achievements!

Howdy folks!

Play around with the Teleporter and customize how you want it to work! Activate with 'E'.
Player profiles have been added, now you can see all the Gauntlets you played and what Star you got on them. Complete a Gauntlet with all achievements unlocked to get a Platinum star!
Set up your own custom achievements on your Gauntlets and define values for Speedy and Untouchable.
Also added Offline mode so you can play the Featured and Downloaded Gauntlets if you have no Internet connection.

Cheers!

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v0.13 - 04/02/15

* New Event_Action: Survivor.Give_Item_Map, gives Survivor an Item that is placed on the Map
* New Event_Action: Gauntlet.Achievement_Trigger, triggers custom achievement
* New Item: Gadget_Teleporter, teleports Survivor to another location, can be customized with range and whether or not to go through walls

* Added Player Profiles, now your stats are saved and you can see a list of Gauntlets played and the Stars for each Gauntlet
* Added Stars to Gauntlets, Platinum, Gold, Silver, Bronze and Rusty. Stars
* Added Speedy and Untouchable achievements to all Gauntlets, players can set the values for these
* Added ability to add custom Achievements that can be triggered by an Event, customizable Icon, Name and Description
* Play and Leaderboard buttons are now hidden if no Gauntlet is selected
* Changed 'Developer' with 'Featured'
* Pressing Tab in-game shows a menu with the Gauntlet Achievements and their descriptions
* Everything should work correctly if you are Offline, you can play all Gauntlets that have been Downloaded

Update #11 - Tutorials, visual upgrade to the Editor and plenty of fixes!

Howdy folks!

Tutorials have been added! They are pretty straight forward and teach exactly what you need to know. Play the Tutorials and use that knowledge to create something great!
Check out the documented Editor Templates to see how they were made.
Visual Upgrade to the Editor as well.

Enjoy!

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v0.12 - 28/01/15

* Added 3 Guided Tutorials, Game Basics, Editor Basics and Editor Events
* Added 4 Editor Templates which are Gauntlets that you can edit with detailed comments showcasing how to build various scenarios such as Door Remote Control or Sentry Gun Alternating Blinders
* Bitmap font for displaying Gauntlet Name/Maker
* Icons added to Damage Taken and Timer
* Survivor Focus Mode visible by looking at the number/selector color, slight blue means enabled
* Editor UI visual upgrade
* Editor Inspector is now always visible
* Zooming on the Editor goes towards the Mouse
* Black overlay added on top of Portraits if Survivor is Disabled
* Fixed Time on Gauntlets that had a Static start
* Fixed Shoot Flash being affected by Ambient Color
* Fixed Window Blinders not correctly updating state in Editor
* Fixed hidden portraits showing up after someone grabbed a weapon
* Fixed various issues with portraits
* Fixed door visuals being fully black instead of showing a bit of brown

New Trailer in 60fps!

Howdy folks!

New trailer released, it's available in 60fps on Youtube! (sadly 60fps is not supported on Steam)
Youtube Link

Enjoy!

Update #10 - Updated old Gauntlets, more Light control and plenty of fixes!

Howdy folks,

This week's update contains lots of various fixes and several ways to control Lights. You can edit the updated Trailer Gauntlet and look at the Event Loop near the escape for an idea as to what you can do with the simple Event Action for controlling the light parameters.
Play around and make your own effects!

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v0.11 - 21/01/15

* Changed Developer Gauntlet: Snow Outpost, lowered difficulty for last part
* Changed Developer Gauntlet: Trailer Gauntlet, added lights
* Changed Developer Gauntlet: Darkness, added lights

* New Event_Action: Gauntlet.Ambient Color, change Ambient color
* New Event_Action: Light.Change Color, alther light color
* New Event_Action: Light.Change Info, modify light parameters

* Added ability to select overlapping objects in the editor, you can also press Left Control to hide the controls
* Fixed selecting sprites that had depth < -2
* Fixed sound priority that caused gunshots to not be heard if there were too many footsteps
* Fixed Gauntlet date sorting for Developer Gauntlets
* Fixed several issues with sticky targetting
* Fixed Survivors ignoring button press order if there were enemies in sight
* Fixed Object.Vision_Round not correctly viewing Infected