From Start to Finish Part 3: Waves

Jordan Evans
2 min readFeb 23, 2022

Today I spent some time focusing on creating the wave system. As it’s been a while since I last worked on a wave system, I decided to try out a new way of doing it:

So, how did I go about getting this script made up, well let’s take a look:

What I have created is a simple spawning method. What happens is that we have our Wave class that holds the name of the wave, the totals I want to have in place, the enemy types I want in each wave and how long between the spawn intervals. What I can do with the enemy totals is create a difficulty rating, and from there it determines the amount that I will have in place for each wave.

As for the wave structure itself, the next wave will not start until all of the enemies within the current wave have been destroyed. I have it linked with the UI to give me the wave number that I am on for the text.
Now that I have my wave system in place, I can get back to work on getting this game all finished up by the end of the week.