A thrown friend steers away at once and the throw feels weak
A throw that the thrown player can cancel with a key press is not a throw. But a player who cannot steer at all feels robbed. The answer is a short moment with no control and then a gradual return. Here is the launch speed, including what the thrower's own running adds, and the control curve.
Why this works
A throw only reads as a throw if the body is committed to it for a moment. Taking steering away briefly and giving it back gradually lets the flight feel strong while the thrown player still feels like a player, not a parcel.
When not to use it
Do not take control away in games about precision or where the throw is a puzzle the thrown player must solve mid-air. There, keep steering on from the start and make the throw shorter or weaker instead.
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
- 22 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 thrown friend steers away at once and the throw feels weak" (read_entry online-thrown-partner-flies-before-steering) 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