DevLog 3: Andrew Sipes : Getting the Meteor Smart Casting Perfected


"Getting the Meteor Smart Casting Perfected"

Author: Andrew Sipes

Posted on 9/26/24

The Problem:

This week, I encountered a significant challenge with the Meteor spell in our game. The feedback indicated that aiming the projectile was difficult, making the spell less likely to be used by players. Initially, I was spawning the projectile above the player’s head and applying an initial velocity. However, this approach made it hard for players to predict where the meteor would land, leading to frustration and a lack of engagement with the spell.

Addressing this issue was crucial because an intuitive and user-friendly spellcasting system is essential for maintaining player interest to continue playing the game. If players find it difficult to aim and use the Meteor spell effectively, they might avoid using it altogether, which would diminish the overall gameplay experience. Ensuring that the spell is easy to aim and predict enhances the game’s playability and keeps players engaged, ultimately contributing to the game’s success. 


The Solution:

I brainstormed several ideas to improve the Meteor spell’s usability. Initially, I adjusted the spell to drop the meteor based on the crosshair’s location. While this was a step in the right direction, players would still struggle to predict the exact landing spot. To address this, I introduced a disk-shaped mesh that spawned at the crosshair’s position, providing a visual cue. However, this solution fell short when the player moved, as the mesh didn’t follow, causing misalignment.  Next, I attached the mesh to the player, ensuring it moved with them. This was an improvement, but the meteor’s landing spot still updated based on the cursor, leading to discrepancies if the player moved after the mesh spawned.

Finally, I replaced the mesh with a spotlight that projected onto the ground, unaffected by terrain. By updating both the light’s position and the meteor’s spawn location using the Staff’s tick function, I ensured that the meteor would land precisely where the light shone, even if the player moved the cursor after queuing the spell. This solution provided a clear and intuitive aiming mechanism, enhancing the overall gameplay experience.




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