Contents
Breaking Down Breakout: System And Level Design For Breakout-style Games
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
 
Designing Games Is About Matching Personalities [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Breaking Down Breakout: System And Level Design For Breakout-style Games
by Mark Nelson
0 comments
Share RSS
 
 
August 21, 2007 Article Start Previous Page 10 of 13 Next
 

Level Themes

While classic Breakout level structures can still present the player with a fun experience, you can further enhance your levels (or level groups) by applying an overall theme. (Some of these themes are suggested in “Level Quality Checklist” above.)

Multipath – give your players a few obvious initial choices by clearly presenting multiple paths to an important objective or level-ending goal. For example, one that can be reached with: (a) relatively few trick shots, or (b) with rapid reflexes and brute force tactics.

Advertisement

Destruction – give the player lotsa blocks, lotsa balls, and lotsa powerups. This type of level has much less to do with accurate ball placement than with maintaining controlled chaos as long as possible.

Target practice – think of this as a relatively empty level that requires ball handling skills to beat. Since this type of level is about controlling the ball’s trajectory, be sure you have accurate ball placement systems in your game as well as systems to scale the difficulty if the level drags on (timed power-up disbursement, auto-targeting, etc). Place these types of levels carefully as they can make your game boring if used too frequently.

Avoidance – this type of level is about staying out of harm’s way by dodging with the paddle to avoid falling power-downs (which fall upon contact with the ball, at random, or at timed intervals). Try placing one of these after a ‘target practice’ level for a nice change of pace.

Puzzle –How do I get the level to scroll? How do I get to the prize? What is the right order to hit those switches? These are all questions you might want the player to ask on a puzzle level. However, if you find your players asking a very general “What am I supposed to do here?” – you might want to try and clarify the problem/solution.

Boss – The Boss level is the ultimate expression of the difficulty of a sequence of levels. Players face off against a challenge that’s been impending, or perhaps suggested by the design of previous levels. You could also look at the boss level as a way to test skills or deplete power-ups acquired over previous levels. Note that a “boss” is not necessarily a large moving game object, bent upon the player’s destruction. In breakout terms, a boss might be a single block that teleports around the level each time it’s hit, or level with falling snow, that freezes the paddle (slowing it down or immobilizing it) if the player lets the paddle stay in one place too long.

Game Token Priority

For Breakout-style games, there are certain “truisms” in terms of where the player’s attention should be focused at any given moment. Below are some guidelines for the priority of game tokens on your levels. The list includes both manually placed and programmatically generated elements. (Note: lower numbers have greater priority.)

Priority 1 – paddle and ball, including sound of ball

Priority 2 – level objectives or integral game tokens

Priority 3 – threats and power-downs

Priority 4 – power-ups and special blocks

Priority 5 – point exclamations, ie: “500 points”

Priority 6 – text exclamations, ie: “You Rock!”

Priority 7 – regular blocks

Obviously moving, pulsating and glowing objects will attract more attention than their static counterparts. As will objects that are reinforced with strong audio effects. Take special care to ensure that game tokens with low priority do not compete with (or look like) game tokens with high priority.

 
Article Start Previous Page 10 of 13 Next
 
Comments

none
 
Comment:
 


Submit Comment