#2 Aim Assist
The challenges of 3D gaming
Now that player character can move and attack, an issue that hinders the user experience starts to surface: If players try to attack the Interactables
created in the previous post, they are going to often miss attacks they expected to land.
This is becuase aiming in a 3D environment can become challenging as a result of the combination different factors:
- The player being bad at video games. (e.g. me)
- An akward camera placement, where distances become hard to read.
- A strict collision system where hitboxes and hurtboxes are very narrow.
- Unreliable player inputs
Player inputs might be unreliable because of hardware limitations. As an example, when using a keyboard to move as the WASD keys allow for only 8 different aiming directions. Unless the attack target is perfectly aligned with those, it becomes impossible to reach.
Even when using a joystick instead, the majority of players won’t aim precisely most of the time, so it is crucial that some kind of aim assist system is present to prevent frustration.
Retargeting an attack
Closing the distance
#TODO refactor devlog-entry-nav.njk so that it takes posts.