Devlogs
Build 69: enemies spawning enemies, projectiles & feature freeze
Posted December 08, 2025 by Fodi
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