Spielerando

Random spawn times leave long empty stretches and then three enemies at once

Picking random times for enemies to appear gives bunches and quiet gaps that feel like bugs. A fixed rhythm is too predictable. Dividing the time up and varying only within each part keeps the unpredictability and rules out the worst bunches.

Why this works

Pure chance is clumpier than people expect: real randomness produces bunches and gaps. Giving each enemy its own slice of the time and letting luck move it only inside that slice keeps the surprise while ruling out the worst bunches and the longest gaps.

When not to use it

Skip it when clumps are the design, like an ambush or a sudden swarm after a long quiet, or when spawns react to what the player does. Fixed slices cannot give a surprise burst. Let a director or a script decide those moments.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 17 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 "Random spawn times leave long empty stretches and then three enemies at once" (read_entry spread-spawn-times-evenly-with-jitter-no-clumps) 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