Fortnite: Human-Like Aim Assist, Quick Weapon, 2D Steering, Flick Stick, Gyro, etc.
Previous assists on Deathloop, Severed Steel, House of the Dead Remake
Here's a talk I gave 2 years ago on how to achieve mouse-like precision on modern controllers without aim assist:
youtu.be/krQ_ggZcN1Q?...
#gamedev
Given they're mostly inspired by old Flash games, I wish I did minigames like these for gyro years ago.
Given they're mostly inspired by old Flash games, I wish I did minigames like these for gyro years ago.
(not opposed to getting a Switch 2, but it's just a lot more money)
(not opposed to getting a Switch 2, but it's just a lot more money)
www.youtube.com/watch?v=RtKL...
www.youtube.com/watch?v=RtKL...
The big one on PS5 and Windows is Calibration, letting players disable motion sensor recalibrations during regular gameplay so they didn't get in the way of small aiming adjustments:
The big one on PS5 and Windows is Calibration, letting players disable motion sensor recalibrations during regular gameplay so they didn't get in the way of small aiming adjustments:
And sure, some of it's about not messing with my SHOOTING when using a perfectly good aim input (mouse or gyro).
But a big part of it is about not messing with DODGING, whether it's mine or my enemy's.
And sure, some of it's about not messing with my SHOOTING when using a perfectly good aim input (mouse or gyro).
But a big part of it is about not messing with DODGING, whether it's mine or my enemy's.
This looks like a great way to go! Thanks, @agentottsel.bsky.social !
I've been working on an Unreal plugin that adds native support for PS and Switch controllers, including gyro! It's based on
@jibbsmart.com's JoyShockLibrary, and integrates into Unreal's existing input events.
GitHub link: github.com/AgentOttsel/...
This looks like a great way to go! Thanks, @agentottsel.bsky.social !
- Improved recoil system (offset recoil; more consistent across aim modes / player adjustments; more designer control);
- Options to lock the reticle size and position (disable "Show Spread" and "Show Recoil");
- First Person sensitivity sliders for 🖱️🎮📱🥙
- Improved recoil system (offset recoil; more consistent across aim modes / player adjustments; more designer control);
- Options to lock the reticle size and position (disable "Show Spread" and "Show Recoil");
- First Person sensitivity sliders for 🖱️🎮📱🥙
@bethesda.bsky.social
sent me a key for Indiana Jones and the Great Circle. Mixed inputs seem to work perfectly, just enabling gyro on Steam already did 90% of the work.
None of that would be possible without the credibility this community provides, thank you so much! ❤️
www.eurogamer.net/fortnite-goe...
I don't do any weapon design, but I did improve our spread system a while back with something like this in mind
I don't do any weapon design, but I did improve our spread system a while back with something like this in mind
Alan Wake 2!!!
Some acceleration is still being applied, but it's usable, fine, and precise enough for a single-player game! Thank you so much, @remedygames.com and whatever developer that listened to us, gyro gamers! We love you! 🥰
Alan Wake 2!!!
Some acceleration is still being applied, but it's usable, fine, and precise enough for a single-player game! Thank you so much, @remedygames.com and whatever developer that listened to us, gyro gamers! We love you! 🥰
Here's a talk I gave 2 years ago on how to achieve mouse-like precision on modern controllers without aim assist:
youtu.be/krQ_ggZcN1Q?...
#gamedev
Here's a talk I gave 2 years ago on how to achieve mouse-like precision on modern controllers without aim assist:
youtu.be/krQ_ggZcN1Q?...
#gamedev
- The secret to dodging bullets - aim assist, bots, etc
- 1 million reasons for "mixed input"
- How to make 🎮 aim better
- How to make 🎮 steer better
- Year of the gyro
cohost.org/jibbsmart?pa...
- The secret to dodging bullets - aim assist, bots, etc
- 1 million reasons for "mixed input"
- How to make 🎮 aim better
- How to make 🎮 steer better
- Year of the gyro
cohost.org/jibbsmart?pa...
We're making something new as a remote friendly, empathetic team and have a ton of experience behind us (o.g. IW / Respawn + more).
We'd love to see you apply!
gravitywell.games
#gamedev
#gamedevjobs
We're making something new as a remote friendly, empathetic team and have a ton of experience behind us (o.g. IW / Respawn + more).
We'd love to see you apply!
gravitywell.games
#gamedev
#gamedevjobs
I'm looking for a word for another kind of debt -- the more players depend on the quirks of a gameplay system, the more they reject changes to that system
I'm looking for a word for another kind of debt -- the more players depend on the quirks of a gameplay system, the more they reject changes to that system
For most players this will be a very subtle change, but there's a lot of questions about "is it better? is it worse? what is it?" so I thought I'd flesh it out a bit.
🧵
www.fortnite.com/news/fortnit...
For most players this will be a very subtle change, but there's a lot of questions about "is it better? is it worse? what is it?" so I thought I'd flesh it out a bit.
🧵
www.fortnite.com/news/fortnit...
They asked for examples, reminding me I wrote a blog about it once on @gamedeveloper.bsky.social:
www.gamedeveloper.com/game-platfor...
They asked for examples, reminding me I wrote a blog about it once on @gamedeveloper.bsky.social:
www.gamedeveloper.com/game-platfor...
I'm best known for my work in gyro aiming. It's tough to push back against a negative stigma from the old days of poor tech and poorer standards.
But I've established precise, responsive, mouse-like standards used in Steam, Fortnite, Call of Duty, and much more!
I'm best known for my work in gyro aiming. It's tough to push back against a negative stigma from the old days of poor tech and poorer standards.
But I've established precise, responsive, mouse-like standards used in Steam, Fortnite, Call of Duty, and much more!
I've worked on this precision time-trial racing as an art-director/artist the last years and still love playing it for its chill zen vibes now and then.
I've worked on this precision time-trial racing as an art-director/artist the last years and still love playing it for its chill zen vibes now and then.
- Most enemies (early on, at least) cannot hurt the player character, but just bump you (mostly) harmlessly;
- Players can't accidentally run off perilous edges (but can jump or be bumped off);
- Camera usually doesn't need direct control
#gamedev
I'm trying to get re-connected here and would love to be on your list, thanks :)
I'm trying to get re-connected here and would love to be on your list, thanks :)