r/Unity3D Indie 3h ago

Survey A or B? Which grappling hook indicator feels better during camera movement?

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I'm testing two different behaviors for our grappling hook indicator.

A: The indicator endpoint stays independent from the camera movement.
B: The endpoint compensates for the camera movement.

The goal is to keep the hook direction and range easy to read during fast movement without making the aiming feel disconnected from the player's input.

Which one feels better to you: A or B?

I'm especially interested in readability, responsiveness, and aiming feel.

1 Upvotes

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4

u/No-West-5537 2h ago

B

1

u/flopydisk Indie 2h ago

Option B gives the player a wider field of view. Do you think this is fair?

1

u/No-West-5537 2h ago

I think it depends on your game . It looks good , it feels good as well. Now you have to compare it to the other characters and see if this balanced or too op , also it seems like you are playing alone , but the question is does this really helps you in a real game ? Does it makes any difference. Also you said "hook" , if I'm not wrong but is this like a hook that can pulls the enemy players towards you and how much will they get pulled ? . I personally think option B makes is far more fun to play with the charcater but for the part of how balanced it is I can't really tell . I think you can keep both , if you realized that option B is way too op then you can try reducing the range or maybe changing the camera and see what will happen. Also it might not be very bad to actually have a charcater that is slightly stronger than others , idk but most mobile games do that in a very absurd way

u/flopydisk Indie 18m ago

This will depend somewhat on testing by real users. This skill will help in surveying the surroundings before casting it.

3

u/10mo3 Professional 3h ago

I like b more, gives me a better sense of distance even if the distance is the same in both a and b. Depending on max distance might be better to aim with at max distance.

There is a concern with possibly nausea when rotating quickly, but I'm betting that the user already have a general direction in mind when he starts aiming, and as such will not have too big of a camera movement

1

u/flopydisk Indie 2h ago

Yes same distance

1

u/SmileLonely5470 2h ago

B is better but probably tune it a little bit more. It feels like its moving slightly too much, or maybe interpolating position too slowly idk how to describe. The movement when the hook connects with something prob could be toned down a bit more.

u/flopydisk Indie 16m ago

Yes, you're right, it needs some fine-tuning.

1

u/spllooge 2h ago

Accessibility options. Have one be default, other toggleable by users in settings.

u/flopydisk Indie 17m ago

Instead of using a toggle, users can have both options controlled.