A jetpack with fuel that runs out in the middle of a frame
Hold the button and rise, let go and fall, run dry and drop. Simple until the thrust is too sudden to control, the tank refills in mid-air, or the last drop of fuel gives a full kick. Here is a jetpack that starts softly and ends exactly when it should.
Why this works
Flying should cost something the player can feel running out. Easing the thrust in makes a tap different from a hold, and charging only for fuel that is truly there means the tank empties exactly when the flight stops, with no free bursts at the end.
When not to use it
Wrong for games about exploring freely in the air, where a tank only nags the player. There, use a rechargeable boost or a slow cooldown. Also wrong when the pack is meant to feel like a normal jump, since the soft start delays every press.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 27 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 jetpack with fuel that runs out in the middle of a frame" (read_entry jetpack-fuel-thrust-ramp) 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