Show a hit at once on your own screen, then take it back if the server says no
Waiting for the server before showing a hit makes shooting feel dead, but showing it at once and being wrong feels like a lie. This entry shows a middle way that feels immediate, what to display for which moment, and what to do with answers that never come.
Why this works
Waiting for an answer makes a shot feel dead, but showing the result too early can lie. Splitting feedback into a cheap instant sign on your own screen and the real numbers from the server gives responsiveness without false scores.
When not to use it
Skip it when a wrong hint would hurt, as with a big reveal of a kill, or where a marker taken back feels like cheating. In slow games, or on a fast local network, simply wait for the server.
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
- 33 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 "Show a hit at once on your own screen, then take it back if the server says no" (read_entry tentative-hit-marker-confirmed-by-server) 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