Jumping game devlog #1: From a Red Cube to an Infinite Stair Climber

Every game starts somewhere—usually with a plain geometric shape jumping on placeholder blocks.
For my latest mobile project, Goat Stair Climber, the journey began as a simple mechanics test: an infinite procedural staircase navigated by a single red cube.
1. The Core Prototype: Cube & Stairs

The initial concept was straightforward:
- Generate an infinite 3D staircase using procedural generation.
- Introduce missing steps to create gaps, paths, and obstacles.
- Test basic movement and isometric camera angles.
Once the staircase generator was spawning cleanly without performance hits, it was time to address how the player actually navigates the environment.
2. The Movement System: Card Deck

Instead of standard swipe controls or a virtual D-pad, movement relies on a card-based slot system:
- Players receive cards representing movement options (e.g., jump left 3 steps, jump right 1 step).
- Selecting a card executes the exact move on the isometric grid.
- An offhand slot keeps key cards in reserve for tight spots when missing steps block the path.
This turns what could be a basic twitch-reaction runner into a quick-thinking tactical puzzle.
3. Upgrading the Visuals: The Low-Poly Goat

While the red cube proved the math worked, it lacked character.
I transitioned the project into a low-poly aesthetic: 1. Replaced the cube with a custom low-poly goat character mesh. 2. Swapped the plain brown blocks for textured grass and stone steps. 3. Tweaked dynamic directional lighting and shadows to give the isometric scene depth.
What's Next for Devlog #2?
The visual foundation and movement deck are locked in, but the game is still far too forgiving. Next up, I’m working on making the core gameplay loop fully playable:
- Player Jump Rotation: Adding procedural rotation during jumps for better game feel.
- Death & Fall Mechanics: Triggering game-over states when jumping into empty space.
- UI & Game Loop: Centralizing the score display on loss, adding card defeat animations, and building a seamless restart transition with a custom loading screen.
- Environment Polish: Updating step textures for clearer visual contrast.
Stay tuned for Devlog #2! If you have ideas for card mechanics or goat skins, drop a comment on the latest Reel/Short.

