Improved Gamepad Aiming

Another thing we are doing for the Cloudbuilt update is to bring over the improvements we made to gamepad input for Super Cloudbuilt, which mostly involves reworking the input sensitivity and adding aim acceleration. These have a pretty big impact on usability.

However, we decided not to just stop there! We have also made this Cloudbuilt update a test bed for some other improvements we wanted to test for gamepads. So when you can test it out, please let us all know what you think, and we’ll incorporate them in the upcoming Super Cloudbuilt update too.

One new feature is aim assist. We know it's a very common feature in shooter games, but we never implemented it before as we thought it could get messy with platforming, and because we simply never had the time to properly evaluate it. 

Noticed the red/orange debug line drawn from the center to the target once the aim friction is engaged.

To describe exactly how this aim assist works would get pretty complicated, but in short, it’s fundamentally very similar to what most other shooters have. This means that there is a slight sensitivity reduction/aim friction when aiming close to a target, and a bit of automatic compensation for movement to slightly track the targets. But we then made it more dynamic, by slightly increasing the effect when actively shooting, and making it weaker when not. So that you can still have a fast regular camera for the platforming, but also aim at various targets accurately.

Line of sight is checked against the enemy bounds so only valid enemies are included in the test.

With this we believe it will be something most players will find comfortable, but it is of course an adjustable setting. The default will be around 4, but it ranges all the way from 0, which turns it completely off, to 10, which is likely way too strong and distracting for actual use.

The new setting with a range from 0-10. We can also see the new aim acceleration setting above it.

We are very curious to hear what you all think of this once you get your hands on it!

We've also added some other gamepad features and I’m looking forward to writing about a pretty big one in our next post. Something that once we had it in our hands, felt so obvious that we were surprised that we didn’t do it before. Something that would likely have changed many players' first impression quite a bit.

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Thanks for reading!