A dt-driven timer for escalating, timed spawning - "wave 3 starts at t+45s, spawns 8 of
kind A and 2 of kind B over the next 10s" - distinct in shape from roguelike.Scheduler,
which orders whose turn it is by energy cost and has no concept of real time at all. Not
specific to tower defense: any game with escalating timed spawns (a horde mode, a survival
minigame) wants the same primitive.
The whole schedule is flattened and sorted once, at construction, rather than tracked wave
by wave - simpler to get right, and cheap enough that a spawner is not something a game
expects to have thousands of.
A
dt-driven timer for escalating, timed spawning - "wave 3 starts at t+45s, spawns 8 of kind A and 2 of kind B over the next 10s" - distinct in shape fromroguelike.Scheduler, which orders whose turn it is by energy cost and has no concept of real time at all. Not specific to tower defense: any game with escalating timed spawns (a horde mode, a survival minigame) wants the same primitive.The whole schedule is flattened and sorted once, at construction, rather than tracked wave by wave - simpler to get right, and cheap enough that a spawner is not something a game expects to have thousands of.
Example