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The Seven Voyages Of Steve

Still more visual tweaking to do, but pretty happy with the behaviour of the "throwing arc" vis now

I've offset the origin of the arc off-centre so that it's more obviously an arc now. It doesn't matter because we calculate where to aim at based on the camera centre anyway and reverse calculate a trajectory to throw from that. I'd originally centred it because I found off-centre directional aiming felt bad, but in this case it's fine

@sinbad so realistic, I can almost hear the sound of the wee! 😂

(I'm very sorry; this looks amazing!)

@reidrac 🙈 I did not see that until now, better not make the particle systems yellow 😶

@sinbad I think is the effect on the target combined with the dotted line what gives that impression of something "liquid".

@sinbad can you make the camera lag a bit (smoothly) so that people can actually see the full arc from side at times? (helps a lot for controls intuition)

@exa It already does lag a bit, any more and it feels unresponsive for aiming. I am considering shifting the start point a bit so it's not exactly straight-on all the time when stopped

@sinbad ah true, the "really nice" way of solving this is complex. The best&simplest approach I ever got for smooth aiming was to 1] make sure the camera points to the same direction (ie. quaternion/vector) where the player is looking at (very little "friction" here) 2] instead of the direction, add a bit more friction to the camera position.

On the downside, if you look right, the figure of the player actually dodges to the left on the screen. But it feels weirdly natural and very responsive.