Designing a Better Aim Assist for 2D Games

Now that the visual design and graphics pipeline are in a stable-ish state, I’ve been (slowly) working on gameplay design and tuning. One of the first things that I ran into was the problem of building a player-transparent aim assist that helps the player aim with an analog controller without wrestling fine control away from the player. I thought it was a sufficiently interesting subject, so I made a video about it, in the spirit of 3Blue1Brown’s SoME challenge, though my timing’s a bit late. Timestamps: 0:00 intro 1:12 Hades code 2:19 Death’s Door code 2:48 problems 3:54 math 8:10 constraints 9:34 closing remarks Music: lofi geek - give me lofi geek - souls lofi geek - real lofi geek - two lifes
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