# Spawning Manager

My personal philosophy on system design is that the more I can automate data entry, the better my life. One of the more laborious and error prone tasks is setting up enemy encounters. This is a task that can, with the proper setup, become almost entirely data driven.

Over the course of this series I will outline, in as much detail as I can, a comprehensive Spawning System. Will this be applicable to your game? Maybe, maybe not. The point is not to copy and paste what I’ve done, but to look at what I’ve designed and be inspired for your own solutions.

This will be a multi-part series. This first entry is going to start with a fairly simple stripped-down version of the system, which will create some obvious issues. At the end we will talk about those issues, which will lead us to a Version 2 in the next article.