Round Spawning and Scaling Up Enemies | AI Series Part 19




Published: 22 Jun 2021

In this tutorial I show how to upgrade our EnemySpawner script to do round-based spawning. We will take a look at 2 possible ways to do round spawning:

1. The Player must clear all enemies before the next round will begin.

2. The next round starts immediately after all enemies for the previous round have spawned.

Once we implement the round spawning logic, we'll dive into how to scale up our EnemyScriptableObjects based on a Scaling Configuration ScriptableObject. This will contain AnimationCurves to define how the base values of our EnemyScriptableObjects will scale up as the player gets to more challenging rounds.


We're using the AnimationCurve to define the enemy scaling to give you ultimate control over the difficulty of your enemies. With simple linear scaling it's very predictable and not very engaging for the players. With a curve-based difficulty you can plan power spikes for your players and create difficulty gates that could be based on storyline or gear progression.


As usual with the AI Series, we're using the NavMesh Components: https://docs.unity3d.com/Manual/NavMesh-BuildingComponents.html not the built-in navigation system.


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