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1028808 Posts in 41320 Topics- by 32923 Members - Latest Member: DrDiamond

August 01, 2014, 07:54:37 AM
TIGSource ForumsDeveloperCreativeDesignManage Wave-Based Enemies ?
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Whiteclaws
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« on: April 22, 2013, 02:45:46 PM »

Hey guys ,

I'm currently working on a twin-stick shooter ... I'll be honest with you , I don't have any idea of how to keep it addicting while introducing enemies without having to break the experience ,

Worst , I don't have any ideas how to code that stuff

Any ideas ?
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Udderdude
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« Reply #1 on: April 22, 2013, 04:48:29 PM »

I don't have any ideas how to code that stuff

You should take care of this problem before anything else.
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JulioRodrigues
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« Reply #2 on: April 22, 2013, 05:02:45 PM »

What do you mean by "without having to break the experience"? Your enemies shouldn't stop coming? If so, what would be your concept of wave?

Doesn't seem to be hard to code this, depending of what you want to do I may help you with pseudocode  Smiley
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Whiteclaws
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« Reply #3 on: April 22, 2013, 05:34:50 PM »

Udderdude ; I got an idea , but it might be the worse , I'm asking veterans before trying mine ...
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jeffrobot
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« Reply #4 on: April 22, 2013, 08:22:24 PM »

Seriously, what is your question exactly? What do you mean you are afraid the waves will break the experience?
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GhostBomb
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« Reply #5 on: April 22, 2013, 09:35:11 PM »

Do you mean enemies that come in waves or enemies that travel in a wave?

For the second one try and see if your programming language has a sine wave function.
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Whiteclaws
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« Reply #6 on: April 23, 2013, 03:14:40 AM »

I just want to know how you guys do it  Shrug

I currently put all the possibilities in an array , I order the array depending on difficulties and pick a random room in the array ...
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z84c00
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« Reply #7 on: April 25, 2013, 12:46:35 PM »

I'd start by creating a bunch of enemy types first. If you look at Robotron, it starts off with very few enemies. Most of them just home in on you, some obstacles and pick-ups. To make it more difficult, you progressively introduce new ones and/or mix and match.

From a programming point of view, the easiest way is to have a 2d array that for each level tells you how many there are for that wave, as in:

level type1 type2 type3 ... typeN
1       10    1     0         0
2       15    4     1         0
3       20    2     4         1

You get the idea. Depending on your game design enemies either act individually (like Robotron) or you have some sort of manager that spawns them. Robotron randomly scatters the (#of enemies) on screen.

Hope this helps...

-Z8
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Graham-
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« Reply #8 on: April 25, 2013, 08:09:03 PM »

Did you say Robotrek?
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Conker
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« Reply #9 on: April 25, 2013, 08:47:22 PM »

When I was 13 my wave based spawning was great

I made it so when you killed 1 zombie, 2 spawned.

It was stupid.

I remember being 13.
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TheLastBanana
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« Reply #10 on: April 25, 2013, 08:49:27 PM »

Ah, yes, the Hydra approach.
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nihilocrat
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« Reply #11 on: April 26, 2013, 04:17:20 PM »

Udderdude ; I got an idea , but it might be the worse , I'm asking veterans before trying mine ...

Code your crappy idea and see how it works out. You don't really know if it's crappy until you try. If it doesn't work out well, no big deal, at least you made something.
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