Spielerando

The character feels slippery or sluggish, and the stick moves it when untouched

Tuning acceleration numbers by feel gives results nobody can compare, and analog sticks that rest slightly off centre make the character creep. Describing the feel in seconds and cutting the stick's resting noise gives control that behaves the same on every pad.

Why this works

Feel is mostly a matter of time: how long to get going, to stop and to turn. Describing movement in those terms makes it easy to tune by ear, and ignoring tiny stick values, then stretching the rest, stops the character drifting while the hand rests.

When not to use it

It is wrong for games that want weight and momentum, such as a boat, a car or ice, where sliding and slow turning are the fun. Give those a real push and friction, and let the character keep its speed.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 32 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "The character feels slippery or sluggish, and the stick moves it when untouched" (read_entry ground-movement-from-times-and-stick-deadzone) 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