Build 69: enemies spawning enemies, projectiles & feature freeze
Free Version Survivors » Devlog
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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Free Version Survivors
A "survivors-like" or "bullet heaven" template for Construct 3
| Status | In development |
| Author | Fodi |
| Genre | Action |
| Tags | bullet-heaven, Roguelike, Survivor-like, Project template, vampire-survivors |
| Languages | English |
More posts
- Build 68: a relatively big update!2 days ago
- Build 67: reworked knockback system20 days ago
- Build 65: new enemy spawn and teleport system34 days ago
- Build 64: weapon knockback system37 days ago
- Build 63: armor, variable enemy density40 days ago
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