Spielerando

Make a weapon get less accurate while firing and recover when you stop

Hold the trigger and the aim should loosen, let go and it should tighten again. Implementations tend to recover too soon, too late, or at a speed that changes with the frame rate. This entry gives the small state that behaves the same on every machine.

Why this works

Players feel aim loosen as a result of their own behaviour, so it has to depend on real time, not on how fast a screen redraws. A short pause before recovery separates holding the trigger from tapping it, and that difference is what makes the weapon feel earned.

When not to use it

Skip it in games that should feel fast and forgiving, or where every shot is meant to hit exactly where you point, such as a sniper duel or a casual arcade shooter. Extra inaccuracy there only feels like unfair luck.

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 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Make a weapon get less accurate while firing and recover when you stop" (read_entry spread-bloom-grows-while-firing-recovers-after-pause) 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