Learning Paths
Platformer Vertical Slice
Set up a basic platformer flow with player, level, hazard, reward, and validation.
v0.9.4Godot 4.7 stable4.6.3 supportedCurrent
This page summarizes the current v0.9.4 workflow and keeps Early Access boundaries clear.
Scenario B: 2D Platformer vertical slice
Goal: make a small level with movement, pickup, hazard, checkpoint, exit, and optional HUD.
Difficulty: beginner after Scenario A.
Tools: Platformer DNA → Scene Composer → Map Editor or Scene Composer → Visual Logic → UI Builder → Content Validator → Quick Play.
Output: one small platformer level that can be started, played, failed, recovered, and completed.
Step 1
Choose Platformer DNA
Click pathDreamcatcher dock → Genre DNA / Almanac → Platformer → Apply/Use profile
What to doSelect Platformer as the main workflow.
WhyPlatformer DNA prioritizes movement, hazards, pickups, checkpoints, camera, level-complete patterns, and templates.
Expected resultPlatformer-related templates/tools become easier to find.
Created/changedWorkflow/profile selection.
If it failsChoose Universal and manually open Scene Composer/Map Editor if the selector is unclear.
Continue whenPlatformer or Universal is selected.
Step 2
Create or open a platformer scene
Click pathScene Composer → Platformer category/template → create/duplicate/export starter scene
What to doCreate a small level, not a full world.
WhyPlatformers need a player, ground/collision, camera, and level boundaries.
Expected resultA scene opens with a player or player placeholder and level area.
Created/changed.tscn platformer scene.
If it failsCreate a normal 2D scene, add a player scene/node, floor collision, and camera.
Continue whenThe scene runs without immediate errors.
Step 3
Confirm player spawn
Click pathScene tree → Player / PlayerSpawn / Spawn / start marker
What to doMake sure the player starts above the ground and not inside a wall.
WhyIf spawn is wrong, the player can fall forever, get stuck, or die immediately.
Expected resultThe player appears at the start area when you press Play.
Created/changedPlayer position or spawn marker.
If it failsMove the spawn/player upward and away from hazards.
Continue whenThe player starts safely.
Step 4
Confirm camera follow
Click pathScene tree → Camera2D / DreamCamera2D → enabled/current/follow target
What to doMake sure the camera keeps the player visible.
WhyWithout camera follow, the player can walk off-screen.
Expected resultThe camera follows or frames the player during movement.
Created/changedCamera setting or follow target.
If it failsMake the camera current/enabled or attach it to the player according to the template.
Continue whenThe player stays visible.
Step 5
Add a pickup
Click pathScene Composer → pickup template or Map Editor → Event Paint → Pickup template
What to doPlace a coin, gem, potion, or score pickup in a reachable place.
WhyPickups teach reward feedback and object interaction.
Expected resultA pickup appears in the level.
Created/changedPickup node/event.
If it failsMove it above ground and away from walls.
Continue whenThe player can reach the pickup.
Step 6
Connect pickup to feedback
Click pathVisual Logic / Map Event Editor → on touch/interact → add score/item → play sound/show notification
What to doMake the pickup change score, coins, resource, or message.
WhyThe player needs proof that collecting did something.
Expected resultTouching the pickup gives visible/audio feedback.
Created/changedVariable/resource change and optional SFX/UI feedback.
If it failsFirst make static feedback appear, then connect real score.
Continue whenPickup feedback appears in Quick Play.
Step 7
Add a hazard
Click pathScene Composer / Map Editor → hazard/spike/damage zone template
What to doPlace one danger object after the pickup.
WhyA platformer needs a fail condition, but only one at first.
Expected resultTouching the hazard damages, resets, or respawns the player.
Created/changedHazard node/event/region and logic.
If it failsMake the hazard visible and test with a gentle reset first.
Continue whenThe hazard effect is understandable.
Step 8
Add a checkpoint
Click pathScene Composer / Map Editor → checkpoint template
What to doPlace a safe recovery point after a challenge.
WhyCheckpoints make failure less frustrating.
Expected resultTouching the checkpoint updates respawn position or state.
Created/changedCheckpoint node/event and save/respawn state.
If it failsUse a simple notification first: “Checkpoint reached.”
Continue whenAfter failure, the player returns near the checkpoint.
Step 9
Add an exit trigger
Click pathScene Composer / Map Editor → exit / level complete / trigger template
What to doPlace a finish flag, door, or zone at the end.
WhyA vertical slice needs an ending so the player knows they succeeded.
Expected resultEntering the trigger shows level-complete feedback or changes scene.
Created/changedExit node/event/graph.
If it failsUse a message before trying scene changes.
Continue whenThe player can finish the level.
Step 10
Add a minimal HUD if needed
Click pathUI Builder → HUD layout → Label / Resource Counter → save/export .tscn
What to doShow score, coins, HP, or checkpoint status.
WhyHUD gives the player a simple scoreboard.
Expected resultA small HUD appears in the scene.
Created/changedUI scene/resource and scene instance.
If it failsFirst show static text; make it dynamic later.
Continue whenHUD appears during Quick Play.
Step 11
Validate and Quick Play
Click pathContent Validator → Validate → Quick Play
What to doRun the validator, then test the whole loop.
WhyA platformer vertical slice must prove spawn, movement, camera, pickup, hazard, checkpoint, exit, and HUD.
Expected resultThe level can be completed from start to finish.
Created/changedValidation report; no content unless safe fixes are applied.
If it failsFix one warning at a time.
Continue whenYou can play from spawn to exit.
Validation gates: player spawns, camera follows, collision works, pickup feedback appears, hazard works, checkpoint works, exit works, and HUD appears if you added one.
