Build 69: enemies spawning enemies, projectiles & feature freeze


I added a few more features and finally hit the 50 event limit imposed by the free version of Construct 3, so I’m calling this experiment finished :)

There maybe me some updates in the future (bug fixes, minor improvements, content, assets), but feature-wise I think we’re done here.

I have plans to fork this project, re-organize its code so it’s up to my standards, and a better base for building upon it. It’s also possible we’re turn this into a release with at least one twist on the genre. We’ll see :)

What’s new in this build:

  • New: “projectile” enemy movement type via Enemy.Projectile boolean. Projectile enemies move with Bullet behaviour instead of Physics. Projectile enemies go through enemies and the player
  • New: “fixed angle” enemies via Enemy.FixedAngle boolean. They move in a fixed angle (set when spawned, toward the player)
  • New: enemy translucency support via Enemy.Translucency; 0 means fully opaque, 100 is invisible
  • New: optional enemy self-destruct timer via Enemy.Lifetime. If specified, enemy will selfd-destruct after the specified amount of seconds.
  • New: optional enemy self-destruct mode via Enemy.DestroyOnImpact; if specified, enemy will be killed (and its drop will spawn) after the specified number of seconds
  • New: “Fireball” enemy, using most of the above properties.
  • New: enemies can spawn specific drop types via Enemy.Drop. If unspecified, a healing or experience drop will spawn if either of those values are non-zero.
  • New: enemy fade out tween time can be customized via Enemy.FadeOutTime (it’s 0.5s by default)
  • New: enemies can spawn enemies (or “projectiles”). This is intended for spawning “projectile” enemies, I haven’t tested non-projectile enemy spawning. Check Enemy.SpawnEnemy & Enemy.SpawnInterval rules for details.
  • Change: improved on the drop spawning logic, if enemy had no drop specified (by rule or based on experience or healing value), a self-destructing invisible drop will spawn
  • Change: magnet crates self destruct on spawn (thus only a magnet shows up)
  • Change: more attempts at balancing
  • Change: renamed / restructured some global names (timers & tweens mostly)
  • Removed: unused Enemy.MovementAngle rule

Files

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