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Steam News19 November 20241y ago

Devlog #4 - Inventing the new aiming systems

In our game, we wield sports gear to vanquish monsters! But here's the twist: we couldn't rely on the usual dot or crosshair for aiming. So, in today's devlog, I'm spilling the beans on our unique targeting systems.

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addedIn our game, we wield sports gear to vanquish monsters! But here's the twist: we couldn't rely on the usual dot or crosshair for aiming. So, in today's devlog, I'm spilling the beans on our unique targeting systems. Fun fact: we have three different ways to aim, and who knows, we might add more! Let's dive into each type below.
addedSlingshot - Almost Traditional Aiming:We figured that the first weapon in the game should feel like the classic shooters we all know and love. We made this call because introducing something too new or different right off the bat might scare off some players. So, the slingshot has a regular crosshair in the middle of the screen. As you can see below, we shoot using physics-based projectiles (the stone we launch drops over time).
changedGolf, Baseball, Lacrosse, and More - The Parabola:Most of the aiming in our game is based on a parabolic trajectory. Drawing the parabola takes time, and each weapon has a different starting point. For Lacrosse, the line starts high, and the shot happens almost instantly.
addedGolf, Baseball, Lacrosse, and More - The Parabola:When it comes to baseball, we have the aiming moment (drawing the parabola) and the bat's swing. This makes aiming a bit trickier. Andrzej, our coding genius, recently introduced a special slow-motion effect during the bat swing, allowing for super precise and easier aiming. Initially, there was no slow motion, but we realized that hitting those running monsters would be too difficult without it.
changedGolf, Baseball, Lacrosse, and More - The Parabola:The time it takes to draw the parabola, its range, and whether we start with a nearly full parabola or halfway filled will depend on weapon upgrades.
addedGolf, Baseball, Lacrosse, and More - The Parabola:Soon after creating the first prototype, we noticed that the parabola is an interesting solution. It's not entirely new, as many games use this aiming method for bows or crossbows. But it's different and cool. It requires skill and mastering this skill gives the player a lot of satisfaction.

SPORTAL changes

addedIn our game, we wield sports gear to vanquish monsters! But here's the twist: we couldn't rely on the usual dot or crosshair for aiming. So, in today's devlog, I'm spilling the beans on our unique targeting systems. Fun fact: we have three different ways to aim, and who knows, we might add more! Let's dive into each type below.
addedWe figured that the first weapon in the game should feel like the classic shooters we all know and love. We made this call because introducing something too new or different right off the bat might scare off some players. So, the slingshot has a regular crosshair in the middle of the screen. As you can see below, we shoot using physics-based projectiles (the stone we launch drops over time).
changedMost of the aiming in our game is based on a parabolic trajectory. Drawing the parabola takes time, and each weapon has a different starting point. For Lacrosse, the line starts high, and the shot happens almost instantly.
addedWhen it comes to baseball, we have the aiming moment (drawing the parabola) and the bat's swing. This makes aiming a bit trickier. Andrzej, our coding genius, recently introduced a special slow-motion effect during the bat swing, allowing for super precise and easier aiming. Initially, there was no slow motion, but we realized that hitting those running monsters would be too difficult without it.
changedThe time it takes to draw the parabola, its range, and whether we start with a nearly full parabola or halfway filled will depend on weapon upgrades.

In our game, we wield sports gear to vanquish monsters!

But here's the twist

we couldn't rely on the usual dot or crosshair for aiming. So, in today's devlog, I'm spilling the beans on our unique targeting systems.

Fun fact

we have three different ways to aim, and who knows, we might add more! Let's dive into each type below.

Slingshot - Almost Traditional Aiming:

We figured that the first weapon in the game should feel like the classic shooters we all know and love. We made this call because introducing something too new or different right off the bat might scare off some players. So, the slingshot has a regular crosshair in the middle of the screen. As you can see below, we shoot using physics-based projectiles (the stone we launch drops over time).

Golf, Baseball, Lacrosse, and More - The Parabola:

Most of the aiming in our game is based on a parabolic trajectory. Drawing the parabola takes time, and each weapon has a different starting point. For Lacrosse, the line starts high, and the shot happens almost instantly.

When it comes to baseball, we have the aiming moment (drawing the parabola) and the bat's swing. This makes aiming a bit trickier. Andrzej, our coding genius, recently introduced a special slow-motion effect during the bat swing, allowing for super precise and easier aiming. Initially, there was no slow motion, but we realized that hitting those running monsters would be too difficult without it.

The time it takes to draw the parabola, its range, and whether we start with a nearly full parabola or halfway filled will depend on weapon upgrades.

Soon after creating the first prototype, we noticed that the parabola is an interesting solution. It's not entirely new, as many games use this aiming method for bows or crossbows. But it's different and cool. It requires skill and mastering this skill gives the player a lot of satisfaction.

Boomerangs and Frisbees - The prototyping:

We recently realized that to keep the game exciting and satisfying, we needed more variety in aiming. So, we're currently adding a "locking system" as we've dubbed it. It's loosely inspired by the targeting systems in fighter jets. It's meant to be a bit funny (after all, we're shooting boomerangs and frisbees). Eventually, we even want to include those iconic beeping sounds. Below is a mockup. By the end of the month, the system should be ready and polished. I will provide updates on X and Bluesky so stay tuned for that if you are interested: Wojtek Witowski on X Wojtek Witowski on BlueSky

Here's how our aiming (targeting) system will work:

  • In the center, there's a diamond shape with a small square around it.

  • When you hover over a monster, the square starts to grow.

  • If you keep the crosshair on the monster long enough, you'll hear a double beeping sound indicating a "Lock-in".

  • The crosshair turns green, and the word "Fire" appears—now you can throw the boomerang or frisbee.

  • The thrown projectile is auto-guided, so it will definitely hit the target.

  • The challenge with this weapon is keeping the target in your sights until the lock-in is complete.

  • With upgrades, the time needed for lock-in will shorten.

P.S. It is possible that the last-mentioned aiming system will be reworked or changed completely. The description was made for the purpose of prototype making and the final product is rarely 100% the same as the idea ;).

Ok, that's all for today:

What do you think about today's topics? If you have any suggestions or ideas for other types of aiming we could add to the game, please share them in the comments below. Your idea and your name may appear in the credits. Thank you very much for your time. Bye!

Source

Steam News / 19 November 2024

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