Antlion
Antlion
A simple 3D platformer game created using Godot with varying platform types!
Description
Antlion is a fast-paced 3D platformer where players control a piece of bread escaping a giant ant. To reach the level goal, players must navigate platforms with distinct mechanical properties, slippery, low-gravity, and more., while collecting candies and avoiding capture. The game's dynamic platform interactions encourage creative route planning and moment-to-moment adaptability.
Engine: Godot
Language: GDScript
Project Type: Team (2 programmers), Academic (IAT 312: Foundations of Game Design)
Duration: 3 Weeks
Genre: 3D Platformer
Focus: Difficulty and precision
My Role
Implemented multiple platform interaction mechanics:
Slippery Platform: Adds directional force while player stands still
Gravity Platform: Alters the player’s vertical movement by modifying Y-axis in Transform
Moving Platform: The surface moves in a fix pattern with constant speed
Developed part of the UI, specifically the Candy Counter, which tracks collectible progress in real-time
Wrote all code using GDScript, Godot’s in-engine language, integrating gameplay logic directly with engine nodes and signals
Challenges
Challenge: Simulating realistic slipping behavior on slippery platforms
Initial Approach: Used lerp() to adjust player velocity toward a target direction. This worked only on one axis and caused inconsistent movement.
Solution: After team research and pair programming, adopted the clamp() function with the delta time variable to smoothly scale the slipping effect based on frame time. This allowed for dynamic and consistent slip movement in any direction.
Learned how to manage frame-dependent physics updates and debug player feedback using Godot’s real-time debugger and collision shapes.
Hightlights
Created modular platform mechanics reusable across levels via signals and physics layers
Integrated real-time UI feedback loop using a counter system connected to collectible signals
Strengthened GDScript proficiency through hands-on debugging and state-based gameplay logic
Resolution
This project sharpened my skills in physics scripting, UI logic, and Godot’s signal-driven architecture. It also taught me how to collaborate and problem-solve in a shared codebase, especially under the pressure of tuning complex movement behaviors like slipping physics. Through iteration, I learned the importance of frame delta and clamping logic in achieving nuanced, responsive movement.