Browse/Movement & Navigation/Crumbling Platform
Movement & Navigation

Crumbling Platform

Framework for implementing crumbling platform in games, covering the core loop, edge cases, and integration points.

Low complexity
2 examples
1 patterns

Overview

Crumbling Platform is a fundamental game mechanic that establishes rules governing player behavior and system responses. The mechanic interacts with multiple other game systems, creating emergent gameplay that extends beyond its individual components. Understanding the design principles behind this mechanic helps developers create more engaging and balanced game experiences.

Game Examples

Submarine Games

Submarine Games use this mechanic where players experiment with combinations to create unique character builds. The feedback loop reinforces player engagement, resulting in high replayability.

Racing Games

Racing Games use this mechanic where players experiment with combinations to reach the highest tier. Resource scarcity drives interesting decisions, resulting in creative expression.

Pros & Cons

Advantages

  • Supports several viable strategies and approaches
  • Provides long-term progression targets for dedicated players
  • Enhances strategic without disrupting core gameplay
  • Supports multiple viable strategies and approaches

Disadvantages

  • Requires significant balance data to implement well
  • Difficult to balance across a wide range of skill levels
  • Creates potential for min-maxing by experienced players
  • Requires significant UI/UX work to implement well

Implementation Patterns

Navigation Mesh

Optimized pattern for crumbling platform that minimizes per-frame computation cost.

class CrumblingPlatformController {
  position = { x: 0, y: 0 };
  speed = 8.0;
  state = "normal";

  update(input: Input, dt: number) {
    const speed = this.getSpeed();
    this.position.x += input.x * speed * dt;
    this.position.y += input.y * speed * dt;
  }

  getSpeed() {
    switch (this.state) {
      case "sprinting": return this.speed * 1.5;
      case "crouching": return this.speed * 0.6;
      case "swimming": return this.speed * 0.7;
      default: return this.speed;
    }
  }
}