01 / Encounter stage
Formation cues
warning → entry → arrival3D is a viewing angle over a 2D playfield. Scrub to compare arrivals; meshes and trails are preview markers. All selected paths are drawn; other cues show one representative path. Endpoints hold after arrival. No combat simulation.
03 / Spawn sheet
| Cue | Entry (s) | Enemy ID | Entry x | Speed (px/s) | Count | Motion | Remove |
|---|
Exported JSON & schema
FROM STUDY TO SCENE
One timeline. Matching Godot motion.
The optional source project maps enemy IDs to your scenes. The scheduler emits entry warnings and spawn requests; the motion helper follows the same quadratic curves at your playfield size. Legacy v1 waves keep their straight motion.
Godot source project — $5. Browser authoring and JSON export stay free.
New curves use the 2.0 runtime; the original 1.0 download remains for legacy projects. Browser 3D is a reference view; the Godot demo is 2D.
What the preview promises
A 720 × 480 reference field, up to 256 rows / 1,024 spawns / 180 seconds. Arrival may outlast the declared timeline. Finished means scheduling ended, not enemies defeated. No collisions, attacks, damage, enemy AI or multiplayer.
AI-assisted code and documentation by Omri Amdursky / NebulaKit. Original code-drawn geometric placeholders; no third-party artwork. Technical QA is not player or buyer validation.
Bring a real integration question