ABSTRACT

A common practice in player versus environment games is to have situations where many enemies are set up to attack the player as the fight progresses. When using Spawn by Timer, enemies are spawned based on elapsed time, regardless of the situation and player state. Spawn by Timer is a good spawn technique when one wants to test the player's skill, aptitude, or power level. Spawn on Completion is a spawn technique that involves spawning waves of enemies where each wave is triggered by the previous wave dying. With a Continuously Escalating Total spawning scheme, number of enemies active at a time is always increasing. With Hitpoint Progression, additional waves are spawned when damage equal to a specific percentage of maximum health has been done to enemies spawned in the previous wave calculated against the sum total of health. Hence, changing even what seems like the smallest element of game developer procedural algorithm can result in highly varied player experiences.