Spielerando

Switching the locked-on enemy with a flick of the stick jumps wildly or fires repeatedly

With several enemies around, players want to move the lock from one to the next by flicking the right stick. Done carelessly, it picks something on the other side of the screen, or it keeps switching as long as the stick is held. Here is how to choose the next one and when to allow another flick.

Why this works

The player points at where their eyes already are: the enemy they are locked on. Choosing relative to that one matches the thought, "the next one over". And a flick is one gesture, so it must be used up until the thumb comes back.

When not to use it

Skip it for games with only one or two enemies at a time, or on a keyboard, where a plain next-target button is simpler and cannot misfire. Also give a button for cycling, since not everyone can flick a stick precisely.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • A diagram of every state
  • 35 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 "Switching the locked-on enemy with a flick of the stick jumps wildly or fires repeatedly" (read_entry rpg-lock-on-flick-switch) in my game. Build it step by step, and show me how you checked that it works.

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