Difference between revisions of "Auto-Aim"

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[[Category:Patterns]]
 
[[Category:Patterns]]
 
[[Category:Mechanical Patterns]]
 
[[Category:Mechanical Patterns]]
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[[Category:Interface Patterns]]
 
[[Category:Needs work]]
 
[[Category:Needs work]]
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
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Lock-on
 
Lock-on
 
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[[Combat]]
=== Diegetic Aspects ===
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[[Third-Person Views]]
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
 
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[[Auto-Aim]] can be considered an [[Category:Interface Patterns|Interface Pattern]] since it affects how players need to do [[Aim & Shoot]] maneuvers in games.
=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==
  
 
== Relations ==
 
== Relations ==
[[Player/Character Skill Composites]]
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=== Can Instantiate ===
[[Aim & Shoot]]
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[[Balancing Effects]],
[[Combat]]
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[[Third-Person Views]]
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[[Point of Interest Indications]]
 
[[Point of Interest Indications]]
  
=== Can Instantiate ===
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==== with [[Aim & Shoot]] ====
 
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[[Player/Character Skill Composites]]
==== with ... ====
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=== Can Modulate ===
 
=== Can Modulate ===
 +
[[Aim & Shoot]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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-
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
-
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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-
  
 
== History ==
 
== History ==

Revision as of 13:25, 20 September 2011

...

This pattern is a still a stub.

Examples

The site GiantBomb has a page listing games using various forms of Auto-Aim.

Using the pattern

The site GiantBomb describes three different types of Auto-Aim[1]: Reticule Magnetism, Bullet Magnetism, and Lock-on.

Reticule Magnetism When the player points the reticule near an enemy, it automatically pulls towards the enemy, closing the aim:fire ratio gap.

Bullet Magnetism When the player fires while aiming near enough to an enemy, the bullets will go straight to the enemy instead of where aimed. The aiming reticule is not moved.

Lock-on Combat Third-Person Views

Interface Aspects

Auto-Aim can be considered an since it affects how players need to do Aim & Shoot maneuvers in games.

Consequences

Relations

Can Instantiate

Balancing Effects, Point of Interest Indications

with Aim & Shoot

Player/Character Skill Composites

Can Modulate

Aim & Shoot

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

  1. Page on the GiantBomb site describing Auto-Aim.

Acknowledgements

-