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CLIENT + SERVER · for @SIRIUS

Enemy wave system

Implemented server wave loop, config-driven design, replicated state, skip flow, lifecycle, client UI, attribute-driven UX. RECV with 500 mobs → 10.

Hired by @SIRIUS~1 DAY~399 USD
Tasks completed
  • Server wave loop: spawn counts, growth, pacing, progression
  • Config-driven: base count, growth, delays, max waves, overrides, compositions
  • Replicated state: WavePhase, WaveNumber, BreakTime, BreakSkippable
  • Skip flow: client NextWave, server respects/clears
  • Enemy lifecycle: waits active enemies clear
  • Client UI: banner, countdown pulse, Next Wave button, animations
  • Attribute-driven UX: UI reacts to replicated attributes