Preetham mukundan
Keeper Bering
The aim of the Room & Encounter System was to empower designers with a versatile toolset for crafting unique, hand-tailored enemy engagements.
The Room & Encounter System is a dynamic framework designed to provide level designers with full control over enemy spawn waves, creating a more curated and intense gameplay experience. Upon the start of the level, enemy classes are automatically adjusted based on the selected difficulty, ensuring balanced encounters tailored to player skill.
Designers can configure each spawn wave by setting spawn points, delays, and the number of enemies required to progress to the next wave. This level of customization allows for fine-tuning both challenge and pacing, enhancing the overall player experience.
The system also integrates a seamless room lockdown mechanism, closing doors at the beginning of each encounter to prevent player backtracking or escape. Depending on the designer’s intent, enemies can either be fully aware of the player from the start or remain passive until triggered by a secondary event.
As waves conclude, the system checks if the encounter is at its final stage. When the last wave is cleared, doors unlock, and—if enabled—an optional slow-motion effect on the final kill creates a rewarding cinematic moment for players.
This system ensures that each room and its encounters feel intentional, engaging, and well-paced, enhancing the immersion and challenge of the overall gameplay experience.
Upon beginning play, the system sets the class of enemies to spawn, tailored to the selected difficulty level and choices made by the designers.
Level designers can craft each enemy spawn wave with precision. Every wave includes:
When a room sequence begins, all designated doors are locked. The system then checks if the "First Wave Ignore Player" setting is enabled:
At the end of each wave, the system checks if it’s the final wave: