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Enemies+ or another core functionality
Hey guys,
I honestly thought I'm done with the suggestions, since the engine is really solid now, but when I reviewed the functionality of the engine I found there is one major thing we're still missing- the option to spawn or respawn(or both) enemies.
There are a lot of ways to implement this- a dedicated "enemy spawner" tile that creates an enemy of type X every Y seconds. A simple switch under the enemy, that adds an option to respawn enemy on screen load(normal enemies only, not boss enemies) or my preferred variant- a drop down menu with the variables right above "On death activates the variable". The dropdown is "Activated by variable". If you choose "none" which is the default, the enemy works as normal enemy. If you choose another variable the enemy is "off" when you start and appears on map only after variable is activated. 

Why: Spawning and respawning enemies is a key design pillar for action orientated  rpg games since the beginning of the genre.  It's something that is especially useful, when you try to make a "big" game on a very small map, since by default this requires a lot of backtracking. Backtracking on entirely empty map gets boring pretty fast. It's also really useful if you plan to make a game where you hit the maximum level on a 3x3 map- sure you can dial up the XP rewards and do it this way, but the far better way would be to "spawn" harder enemies, based on your progress(activated variables). Never suggested it until now, because I generally dislike respawning enemies. That however does not mean they're not super useful as a mechanic :) I believe it's important enough to be a core functionality(and not a plug in) but as always, it's entirely up to you.

Also you may want to check if the  "On death activates the variable" label that takes two lines now won't fit on one line if you shorten it to "On death activate variable". I think it would. Not a big deal, but it would look better.

Best,
V
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Just released the basic respawning functionality, it works by respawning enemies once you re-enter a room, thinking of creating Enemies+ where you can choose if they should have a respawn timer instead.

But please, never stop giving suggestions, you made TRS so amazing with all your ideas that I’m gonna give an honorable mention in the game page and once I set up a discord, you’ll be made admin for sure.

(1 edit)

Well, as far as I can see the respawning works as expected.  So, nice job on that!
As for the Enemy+ on timers, that would be nice, but I don't see it as a high priority- the respawn as it is covers 90% of the use cases.
Timers would be useful if you can use them for both first spawning AND respawning, but even then these mechanics(spawning/respawning) are better served tied to a variable, similar to how you can unlock a number of chests or disable traps with one variable. In my experience trying to time when to do the respawn is much harder, then just tying it to a sub boss death(for example). And spawning would allow for putting more powerful enemies at play when you have cleaned a certain progress point in the game. 

The only serious plus of timers(compared to variables) is they would open the possibility to make arcade style games, if they allow for short respawn times. 

And thanks for the nice words- they are much appreciated :) I don't mind helping out with some advice but you're getting close to the point where you'd either have to rework core mechanics like combat(which work good enough) or start adding things outside the scope of a small engine.
But hey, if you decide to make a Tiny Visual Novel Studio or Tiny Arcade Studio engine I'll be happy to help on those too :)