Scenario Examples
Recreating functionality from popular games using the Runtime Spawner
1. Left 4 Dead – “The AI Director”
Baseline:
RuntimeSpawner set up with ambient global spawns of common infected.
SpawnDirector profile slowly ramps alive cap & spawn rate as the team progresses.
Waves:
Trigger volumes (in mission scripting) call
StepUp()
to escalate difficulty.Sudden spikes in intensity simulate “crescendo” moments.
Specials:
Special Profile with rules like:
Hunters/Smokers (require LOS constraints, spawn flank tags).
Tanks (min pressure gate, step range late-game only).
End result: Constant “background noise” of zombies, punctuated by waves and unpredictable specials.
2. Payday 2 – Police Waves & Specials
Baseline:
RuntimeSpawner configured for bursts of police waves (attack → regroup → attack).
Director profile: step curve that alternates high spawn rate → cooldown windows.
Specials:
Cloakers / Tasers as rules:
Spawn only if pressure < 70% (to punish relaxed players).
Cooldown 120s per special type.
Design Note:
The pacing isn’t just escalation → it breathes. High intensity waves alternate with lulls, encouraging ammo scavenging.
3. GTFO – Alarm Events
Baseline:
Spawner mostly quiet until alarms are triggered.
Alarm triggers call
SetStep()
directly, skipping escalation to climax settings.
Specials:
Add rules for “Big Boys” or “Strikers” that spawn behind LOS blockers when alarms are active.
Variation:
Step profile resets after alarms, so intensity can drop back to ambient exploration.
Teaches designers: The Director doesn’t need to be linear. It can jump or reset on command.
4. Horde Survival (Generic Tower Defense)
Baseline:
SpawnDirector runs AutoByTime every 30s → each step increases alive cap and spawn rate.
Specials:
Boss rule triggers every 3 steps (min gap = 120s).
“Suiciders” spawn only when avg player HP > 80 (to prevent snowballing too early).
Easy to set up escalating survival modes with replayable structure.
5. Dynamic Sandbox Encounters (Far Cry style)
Baseline:
Small ambient spawns of wildlife or patrols.
Director may be fixed at Step 0 (flat, non-escalating).
Specials:
Rules for miniboss animals or elite squads spawn only when conditions line up (player low HP, LOS blocked).
Shows that Specials can also work without a Director — pure condition-based encounters.
Key Takeaways
Spawner = baseline content
Director = pacing & escalation
Specials = conditional spice
By mixing them differently, you can recreate the feel of Left 4 Dead’s AI Director, Payday’s heist waves, GTFO’s alarms, or pure survival horde modes.
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