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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