Posted in Design Hidden Asset

Improved aiming and a bit of vacationing

July 16th, 2012 - 1:22 pm

I was in France on holiday for most of last week, so I didn’t get all that much work done. I did manage to improve the aimed shooting, though.

Before, the crosshairs themselves would be jittering about on the screen, so you’d have to fight with the controls to line up a shot. This could be quite annoying sometimes – even more so on on a trackpad. I’ve now changed it so that the silhouette of your target will move instead. The movement is also more smooth. I’m considering having the silhouette move more when the target is walking/running to simulate the difficulty of hitting a moving target, but I’m not sure about that. I’ll do some testing.

I also improved the AI shooting and the player non-aimed shooting. Before, a random body part would be chosen to take damage. Now the AI just uses the same character masks that are used for an aimed shot to check for a hit – meaning that body parts can be hidden behind other body parts if the target character is standing with his side to the shooter, for example.



July 16th, 2012 1:22 pm

Sounds interesting, I wonder how intuitive it will be. Will the “random body part” be entirely random or is there a greater chance of hitting say the torso instead of a leg?
I hope that you had a great trip.


July 16th, 2012 1:22 pm

I wonder what will happen when “random body part” will be e.g. left hand while NPC will be turned with his/her right side to PC? I hope chance to hit will be not zero but his/her right hand (or torso) will be hit.

Christian Knudsen

July 17th, 2012 1:22 pm

I used the “random body part” method *before*, not anymore.

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