Game Development Community

What goes into making a fun level in a top down shooter?

by Matt_Lloyd · in Game Design and Creative Issues · 02/02/2005 (6:47 pm) · 5 replies

Hi,

I've been working on a small game these last couple of weeks (screenshots can be found here: http://home.swiftdsl.com.au/~gezeder/lloyd/ScreenShot3.jpg )

which is a top down shooter where you move a small squad around a map blasting aliens and trying to rescue civilians.

Most of the game's core functionality works, it seems fun enough, but I have little knowledge as to what makes a "fun level". I want the levels to be varied enough that the game does not seem too repetitive.

Does anyone know of any good resources that might shed a little light on what makes a level fun?

Does anyone have any tips for designing levels?

Thanks,

Matt Lloyd

#2
02/02/2005 (7:57 pm)
You might look over at gamasutra.com. They have lots of articles on a variety of game design subjects.

Other than that, does your game have a story? The biggest ways for your levels to not be repetitive is for each to have unique goals, introduce new enemies/weapons/powerups, have level groups which have slightly (or very) different themes, and interesting places to discover.
#3
02/02/2005 (8:25 pm)
Play lots of similar games. Good artists create. Great artists steal ;)
#4
02/05/2005 (9:52 am)
Oh i know:


Guns, grenades, explosions, and more guns.
#5
02/05/2005 (11:19 am)
Seeing that screenshot, and your question mademe think of Alien Breed: tower Assault. Probably the best top down shooter I have played.

www.the-underdogs.org/game.php?id=1788

Unfortunately, it's been a long time since I played it, so I can't really give you any specifics on why it was good, it's just the game that came to mind.