liveBook · Manning

Level progression

As explained in Classic Game Programming on the NES: Make your own retro video game

Level progression is the advancement of a game through stages whose challenges or state change as the player proceeds.

Level progression advances a game through stages by increasing challenge and showing the player that progress has occurred. In a shoot-'em-up, one practical rule is to count enemies spawned during the current level, whether they are destroyed or not. section 13.4 section 1.5.3

A visible level transition

Start at level 1, display the level briefly, and count spawned enemies. When the count reaches 40, increment the level, reset the count, display the new level, and make the message disappear after its countdown expires.

How Classic Game Programming on the NES: Make your own retro video game covers it

How deep it goes
Explains state variables, a forty-enemy threshold, countdown flags, and NMI rendering, but does not detail difficulty formulas.
Examples
Uses a shoot-'em-up that advances after 40 spawned enemies and briefly displays the current level.
What it assumes
Assumes familiarity with game-loop functions, zero-page variables, update flags, PPU output, and NMI routines.
What you can do after
Build it from scratch by tracking spawned enemies, advancing levels, and displaying or removing transition messages.
How it connects
Connects level progression with game loops, enemy spawning, difficulty, display updates, and NMI routines.

This explainer was generated by Manning's knowledge graph from the text of Classic Game Programming on the NES: Make your own retro video game. The section links point to the parts of the book it draws on.