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Rage Game Playground

This is a playground to try out the mechanics of my Rage (Foddian) Game platformer.

This is a playground to try out the mechanics of my Rage (Foddian) Game platformer.

2.5D Rage Platformer Playground

This project demonstrates a physics-driven, 2.5D platformer controller designed for the Niantic Studio engine. It features essential mechanics such as player movement, platform interactions, wind effects, and camera control. This project serves as a foundational slice of the full platformer game, providing a playground for experimentation and customization.

Project Info

The code in this project is fully commented for clarity and ease of use. You can clone, customize, and integrate these components into your own projects to kickstart your platformer development.

Custom Component Overview

Camera Controller

Ensures the camera follows the player smoothly, keeping the gameplay in focus and maintaining visibility during jumps or movement. Key features include:

  • Configurable vertical offset to optimize camera positioning.
  • Smooth dynamic transitions to ensure seamless camera movement.

Jump Controller

Manages all aspects of jumping mechanics, giving players precision and control. Key features include:

  • Angle Control: Uses a dynamically oscillating arrow to let players adjust their jump angle.
  • Power Meter: Provides visual feedback for jump strength, allowing for controlled force application.
  • Realistic Arcs: Applies force with precision to create natural and challenging jump trajectories.

Wind Force

Simulates environmental challenges by introducing wind physics. This component dynamically affects gameplay by:

  • Applying directional forces (up, down, left, or right) to the player upon collision with wind zones.
  • Offering customizable wind strength for varying levels of difficulty.
  • Using particle effects to provide visual feedback, enhancing player immersion.

Key Terms

Dynamic Oscillation

A feature of the jump controller where the angle control arrow moves back and forth, allowing players to time their input for the desired jump angle.

Force Application

The process of applying physics-based forces to the player entity, ensuring jumps and wind effects feel realistic and intuitive.

Usage

  1. Camera Controller Setup:

    • Attach the camera-controller component to the scene camera.
    • Configure parameters like cameraOffset to set the vertical position relative to the player.
  2. Jump Controller Setup:

    • Attach the jump-controller component to the player entity.
    • Adjust the settings for angle oscillation speed and power meter sensitivity to refine the jumping experience.
  3. Wind Force Setup:

    • Attach the wind-force component to entities representing wind zones.
    • Configure wind direction (up, down, left, or right) and strength in the component schema.
    • Add particle effects for enhanced visual feedback.

Tips

  • Fine-Tuning Camera Movement: Experiment with the cameraOffset value in the camera controller to ensure the camera tracks the player effectively without cutting off important parts of the level.
  • Jump Control Precision: Adjust the oscillation speed and power meter scaling in the jump controller to balance difficulty and player responsiveness.
  • Dynamic Challenges with Wind: Use varying wind strengths and directions in different zones to create dynamic platforming challenges.

Components Overview

  • Camera Controller: Ensures smooth camera tracking with configurable offsets.
  • Jump Controller: Handles jump mechanics with angle control, power meters, and realistic physics.
  • Wind Force: Adds environmental forces to the player, creating challenging gameplay dynamics.

Feedback

If you have questions, feedback, or suggestions, feel free to reach out!

Happy developing! 🚀