Since I was a kid, I loved to create something huge with Lego blocks and then… destroy it. Or make a huge card house with my grandfather, like 7 stories high, and then… make it collapse. I’m not unique in this. Many people seem to like destruction, witnessing the several popular scientific television shows in which objects are blown to pieces or dropped from a crane.
I think that besides seeing things collapsing, people find it even more satisfying to be the cause of some kind of destruction. Whenever I see a structure of domino stones, my fingers itch and I want to be the one to tip over the first stone. I think we love to be the first part in a causal chain. I’m not sure why we love it so much, but perhaps it creates a feeling that makes us extra aware of being alive. I experience a similar feeling when travelling by bus. Whenever I need to press the stop button, I also want to see the stop sign lighting up because of MY button press; “Yeah, I did that!”. Perhaps instead of “I think therefore I am”, the statement “I cause therefore I am” suits us better.
Caromble! is in its essence a breakout game. A game in which the player moves a paddle, aims and bounces the ball, hoping to destroy some blocks. Somehow it so much more interesting if one of these blocks was supporting a big structure that is now collapsing. “Yeah, I caused that… again!”. That specific feeling, that is the added value of incorporating a physics engine into Caromble! in my opinion. The core gameplay may not always be very different from an ‘ordinary’ breakout game, but the fact that the player can be the first step in a causal chain that leads to destruction, explosions and chaos , makes the experience so much more satisfying. Here is an awesome video from OK Go that demonstrates this idea through a Rube Goldberg machine. And how satisfying does this look (we use the Java port of Bullet: JBullet, for our physics)?
The interesting thing of incorporating a physics engine in your game, is choosing when and how to intervene in the physics simulation. Without intervention (moving, creating or destroying objects in the simulated world) there is no gameplay. In Caromble! the single action a player can perform (besides using power-ups) is moving the paddle. With the paddle, the player can influence the most important object in our game; the ball. The ball is a peculiar object. It takes part in the physics simulation, but it is not totally governed by it. If that would be so, friction of the floor with the ball (which both are not zero) would eventually result in a ball at rest (zero velocity). That would be quite a boring game. That is why the ball is governed by more rules than those of the physics simulation: OUR rules.
Finding the balance between simulation and intervention is quite the challenge. Sometimes, mostly after heated discussions, we decide to add a new intervention rule to our physics simulation for the sake of gameplay. How far should you go with this? Well, we think that you should aim for a certain level of control for the player, such that whenever he/she loses a ball, it should have been possible to prevent this using skill. However, the simulation should add a factor of unpredictability and surprise. You know that once you hit that one block, that structure will collapse, but how exactly, that should be somewhat of a surprise. We aim to get this balance right and I think we are on the right track. As long as Caromble! will make some of you players experience the feeling that I got when tipping over a Lego structure, I am very satisfied.