Should I give a "magnetism" like property to my projectiles?

Hello, I’m currently in the process of making a game involving snowballs. As you know, snowballs have quite a curvature in their trajectories (which I have replicated in my game). The issue that may arise from this is that it might be quite hard to aim properly. Therefore, should my snowballs ever so slightly turn towards the nearest player so that there is an increased chance of hitting them?

  • Yes, add a magnetism effect.
  • No, don’t add a magnetism effect.

0 voters

I personally don’t think that’s a good idea to turn snowballs into homing missiles,I mean there probably are better ways to make them easier to aim, like you could calculate the tragectories so you still get the effect you want and the snowballs goes to the desired position. :slight_smile:

Yes, you should. If you play a a game, it’s more satisfying to play if you can actually do something. If you keep missing, you wouldn’t want to keep playing the game, but if you keep hitting, it would give a sense of reward.

It would be more rewarding if the snowball was thrown normally and not turned into a homing missile as @DevSersponge pointed out above.

If you think aiming is too hard, i’d opt to increase hitbox sizes before I resort to a form of aimbot.

If the snow ball are going to be homing, make the hit boxes smaller so it balances the game out. And if the hit boxes were big, it would make the game unfair and just aimbot.

I believe you shouldn’t. Something similar to splash damage, like with RPGs would be more pleasant to play with.

I’m saying have no homing and make hitboxes bigger. Nothing like absurdly sized. Just enough to not require being dead on accurate. But the OP still hasn’t verified if the gameplay is too hard to begin with. There needs to be an evaluation first before discussion of assistance happens.

It might be ok as long as it isn’t too strong. Players shouldn’t be able to easily notice that their snowballs are turning, because aim assist in games can be very distracting. Maybe a combination of a this and larger hitboxes, like others here have suggested.