room & encounter system

Crafting Chaos: A Designer’s Toolkit for Immersive Enemy Engagements

Preetham mukundan

Programmer

Keeper Bering

Level Design

The Room & Encounter System

The aim of the Room & Encounter System was to empower designers with a versatile toolset for crafting unique, hand-tailored enemy engagements.

System Overview

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.

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Key Design in the Room System

Dynamic Enemy Spawning Based on Difficulty:

Upon beginning play, the system sets the class of enemies to spawn, tailored to the selected difficulty level and choices made by the designers.

Wave Creation for Designers:

Level designers can craft each enemy spawn wave with precision. Every wave includes:

  • A list of spawn points.
  • Spawn delays for each enemy type.
  • A counter that tracks the number of enemies left to trigger the next wave.

Room Lockdown & Initial Wave Handling:

When a room sequence begins, all designated doors are locked. The system then checks if the "First Wave Ignore Player" setting is enabled:

  • If enabled: Enemies spawn unaware of the player until the player passes through a secondary trigger, which then aggros them.
  • If disabled: Enemies spawn fully aware and immediately engage the player.

Wave Completion & Room Unlocking:

At the end of each wave, the system checks if it’s the final wave:

  • If it’s the last wave: All designated doors are unlocked.
  • Optionally, slow-motion is triggered on the final enemy kill for a cinematic finish.

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Enemy Behavior Ai