Spielerando

A sword swing that lets you slide around freely, or locks you in place too long

Weapon attacks in an action adventure need weight: if the hero keeps full speed during a swing it feels like waving a stick, and if it freezes the whole time the controls feel unresponsive. Here is how much steering to allow in each part of the swing, and how control returns afterwards.

Why this works

A swing feels heavy when the player loses choice at the moment the blow is decided, not for its whole length. Aiming stays free while it can still change the outcome, then closes, then control returns gradually so it never feels like a switch.

When not to use it

Skip it in fast, twitchy games where dodging mid-swing is the whole point, or when the player fights many enemies at once. There, keep the swing short and let it be cancelled by a dodge instead of locking the hero in.

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
  • 26 lines of example code with 6 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "A sword swing that lets you slide around freely, or locks you in place too long" (read_entry rpg-swing-commitment-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