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To Aim or Not To Aim

Jesus Silva

2/23/24


The Problem

This week I started making the next and final weapon for our game, the sniper. This is my second ranged weapon and once again a new challenge as it's the opposite of the last weapon I made, the shotgun. This is a long-ranged, slow-shooting, highly mobile, and highly damaging weapon for our game. This week's problem came when I wanted to try and make an aim-down-sights ability to make it feel more like your traditional sniper. The ability took a while to get just a change in cameras in the beginning, which ended up leading to another problem. Even if I'm able to change where the camera is placed for the scope ability, all of the existing functionality with how attacks are aimed and whatnot do not reference the new camera so I would have to rework and rewrite many lines of code to make it function as intended.



The Solution

Unfortunately, the most straightforward and straightforward solution was to cut the idea and re-design the secondary to be something else entirely. The problems with having to account for what would happen if you switched weapons while scopes in, changed levels, interacted with chests and other actions while scoped in as well as finishing the functionality quickly made the ability too much of an investment for the amount of time we have left for developing this game.

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