Background
Implemented two new features in the process of managing the enemy waves to ensure more difficulty to the game and also allow some variance between the enemies that are generated in a wave.
Additional power
Each enemy generated by default (according to their type) already has a predetermined power (for example bats has 70 standard energy).
Of course the energy factor according to the type of enemy and especially his speed of locomotion in the scenario (the slower the more energy he should have).
Implemented a process to define a value for the power of the enemy (this value is expected in percentage, so "20" increases 20% energy from the enemy).
Sub Wave
One of the concepts that I wanted to put into practice was the fact mix waves (and paths) during a wave, thus breaking the predictability of enemies.
For example certain enemies when they die will generate temporary damage nearby towers (as mentioned in this article: Indiedb.com).
So I can mix with resistant quick enemies, enemies or even air and ground enemies improving gameplay!
It is worth remembering that a subonda is a wave conceptually and has all the attributes of a wave, and with that I can for example put a timer between the first part of a wave composed of a sub wave increasing the difficulty.