Spielerando

Pick spawn points for enemy waves that are out of view but not far away

Enemies pop into existence in front of the player, or at a spot that is close on the map but a long trek through the level. Here is how to choose where a new wave appears so it is unseen, arrives in a sensible time, and never feels unfair.

Why this works

What the player feels is time and sight, not distance on the map. A point behind a thick wall can be a long trek while a point down a corridor can be in plain view, so judge spots by the walk to the player and by what they can see.

When not to use it

Don't hide arrivals when the entrance is part of the drama, like a boss crashing through a window or a door that bursts open. Then show it on purpose. Also skip it in tiny levels where every spot is in view.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 54 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Pick spawn points for enemy waves that are out of view but not far away" (read_entry spawn-enemies-out-of-sight-but-close) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP