A jump scare shake that stacks, fades out and never drifts the view
Two shocks in a row should hit harder than one, and the shaking should die away gently and leave the picture exactly where it was. Here is a way to count the shock, turn it into movement, and keep it repeatable.
Why this works
A shock builds up and wears off, so it should be counted like energy: events add, time drains. Showing the shake as a smooth movement laid over the view, not written into it, lets it end exactly where it began.
When not to use it
Skip it for players prone to motion sickness unless there is a switch to turn it down, and for games where steady aim matters more than drama. A rumble that fights the crosshair is annoying. Offer a flash or a sound instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 34 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "A jump scare shake that stacks, fades out and never drifts the view" (read_entry camera-trauma-shake-for-jump-scares) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP