Waves of the oceans of enemies

As of this week the team faced the challenge of trying to prioritize the different parts of the game that we hadn’t finished. One of these was the system that we are going to use for the spawning of enemies, the way it’s intended to work is that the players runs along a country road and when he encounters enemies, the road stops and set amount of enemy’s spawns. These must be killed before you can progress further in the game.

And then to my work this week, as the designer of the group dragon the job of designing the waves and judging the difficulty of them fell on my shoulders. The first step that I took to start designing the waves was to figure out how many the game would need. Since our games doesn’t have levels I had to figure out a way of simulating levels, so, I came up with a big wave small wave system. This system works by having the big wave simulating a level and the smaller wave be the waves where the enemies spawn.

 

In the end, I decided to go with four big waves, and to them there are 3 sub-waves for each big wave. And then I took to designing these waves, the first big wave will serve as a introduction wave. This is to give the player a chance to get to know all the enemies before the difficulty of the waves start to increase. Which should be mentioned, that as you progress through the game the difficulty of the game increases, with waves getting tougher and more intense for the player to deal with. So, the first small wave will contain the easiest melee enemies of the game and after the second wave will feature the ranged human enemies (since the game has two types of enemies, Demons and Humans) and the third small wave will feature the melee demon enemy. After that all the enemies of the game will have been introduced to the player and the following big waves are designed so that they slowly increase in difficulty. (as seen in the picture)

 

And to summarize the waves system is supposed to simulate levels in a game that is more like an eternal runner, and creating a system that is easy to change with just changing the number of enemies or type makes it easier for the whole group to have an input on how they want the difficulty of the game.

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Philip Hagberg Enea

 

About Philip Hagberg Enea

2016 Game Design