Timeline for Implementing recoil in a realistic and balanced way?
Current License: CC BY-SA 3.0
8 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Apr 13, 2017 at 12:18 | history | edited | CommunityBot |
replaced http://gamedev.stackexchange.com/ with https://gamedev.stackexchange.com/
|
|
Oct 5, 2011 at 23:49 | comment | added | Matt | I may have worded that wrong or misrepresented my thoughts. When I said realistic I meant in a way that would feel realistic to a player yet in a way that it would still be a "balanced" mechanic in that it wouldn't affect gameplay too much or too little. That is why I'm hesitant to try something like 32bitkid's answer. I will respond back when I have chosen an implementation but right now all the answers have been vague on the actual implementation. I would love if someone was willing to make a response of the quality of 32bitkid's but with a less computationally intensive implementation. | |
Oct 1, 2011 at 16:37 | comment | added | Patrick Hughes | Whatever you end up with, don't let realism get in the way of fun and whether it feels right from a player's viewpoint. | |
Oct 1, 2011 at 12:54 | answer | added | J. Holmes | timeline score: 4 | |
Oct 1, 2011 at 9:47 | answer | added | Ali1S232 | timeline score: 0 | |
Oct 1, 2011 at 1:02 | history | tweeted | twitter.com/#!/StackGameDev/status/119940179057324032 | ||
Sep 30, 2011 at 23:33 | answer | added | Nathan Reed | timeline score: 5 | |
Sep 30, 2011 at 22:54 | history | asked | Matt | CC BY-SA 3.0 |