Presenting PAPERCRAFT, my final submission to the Rive data binding challenge! Papercraft is a pr...Presenting PAPERCRAFT, my final submission to the Rive data binding challenge! Papercraft is a pr...
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Presenting PAPERCRAFT, my final submission to the Rive data binding challenge!
Papercraft is a procedurally generated block-based sandbox game that runs entirely in the Rive editor, no scripting or external code necessary. You can break blocks, place blocks, and move blocks around your inventory. I created almost everything out of data bound artboard lists, which is how I not only rendered the on-screen elements, but also how I handled things like player collision. Each "block" view model independently tracks the player's position onscreen and reports a collision if their hitboxes intersect.
I learned a lot about optimization through this project, and am definitely looking forward to pushing/breaking the editor even further for my next project!
Kristine's avatar
Wuaa, little human for me is red and I couldn't figure out how to create and/or break blocks, But you built a Game!! That's super impressive!
Dylan's avatar
Thank you so much!! I really appreciate it. Also here's a non-red version and the control scheme: https://rive.app/s/KA_r0xG0BUKBuSzKM0X-BA/?runtime=rive-renderer
CONTROLS: -move using the up, down, left, and right buttons on the left hand side of the screen -break blocks by...
Kristine's avatar
Yeeey, I'm playing around with this! hehe So Fun! Awesome. There goes my productivity. :D Thanks for the instructions. ;)
Dylan's avatar
No problem at all- thanks for playing + I'm so glad you're enjoying it! Happy belated thanksgiving*
William's avatar
Great work! I'm new to rive, but have Unity experience. How were you able to get the player to detect ground collisions natively in Rive?
Dylan's avatar
Thanks a ton! I've always been meaning to learn unity, would you recommend it? As for your question, I made all of the blocks out of a single artboard list, aka it is a single block view model getting copied hundreds of times to make up the map. Each block stores its internal X...
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