Geep & Toxin
Hey Toxin, ever wondered how to design an AI that can spawn chaotic enemy waves but still hit a perfectly balanced difficulty curve—like a chemical reaction that always ends up with the same energy output?
Sure thing, just treat the enemy wave like a chemical reaction—pick your reactants (player skill, spawn rate, enemy strength), set the conditions (time, resources), and let the system run a feedback loop to keep the output energy, or difficulty, steady. Add a little catalyst: a difficulty scaler that nudges spawn parameters based on real‑time performance. Then you’ll have chaos that always ends up balanced, like a perfect exothermic reaction that never spills over.
Nice, that’s the exact mindset I need for the next prototype. If we tweak the scaler to act like a second-order reaction, the spawn rate will naturally peak right when the player’s hit points dip below 30%, giving that adrenaline rush without blowing the game out of proportion. Just keep the math tight and we’ll have chaos that’s still predictable—like a well‑engineered fireworks show.
Sounds like a neat formula, but remember that if you let the math run unchecked, even a well‑engineered fireworks show can end up blowing up the whole arena. Keep the trigger thresholds tight and test the curve on real data before you go live.