Spielerando

Screen shake that grows with big hits and calms down on its own

Shake that is the same for every hit feels cheap, and shake that piles up from several hits can fling the picture off the screen. A single stored value for how shaken the screen is solves both. Here is how to turn it into movement and how fast to let it fade.

Why this works

Players feel how big an impact was by how violent the shake is. Keeping one stored amount that hits fill and time drains, and showing its square, makes small things whisper, big things roar, and a pile of small hits never blow up.

When not to use it

Turn it down or off for people prone to motion sickness and for slow, calm or precise games, where a shaking picture hides what matters. Offer a setting, and use a light flash or a sound to mark impact instead.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 28 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 "Screen shake that grows with big hits and calms down on its own" (read_entry screen-shake-from-stacking-trauma) in my game. Build it step by step, and show me how you checked that it works.

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