Gun recoil that climbs while firing and settles after, without fighting the player
Recoil that snaps back during a burst undoes itself, and recoil that never returns leaves the aim stuck at the ceiling. And if the player pulls down to compensate, the game must not pull a second time. Here is the timing for rise, pause, recovery and the player's share.
Why this works
Recoil is a push the player must answer. Letting it build while firing and settle only after a pause makes a long burst feel hard to control, while crediting what the player already pulled back keeps the game from taking the aim away a second time.
When not to use it
Do not use a rising kick in casual, arcade or twin-stick shooters, where the point is steady flow, or where aiming with a stick makes a fight against drift feel unfair. Use a purely visual shake there, or none.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 27 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 "Gun recoil that climbs while firing and settles after, without fighting the player" (read_entry weapon-recoil-kick-and-recovery) 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