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shoot

  • 2 Devlogs
  • 14 Total hours

This is a simple FPS Aim trainer with 5 functional modes! Classic: Regular aim training Precision: Smaller targets Speed: Multiple targets- spawn and despawn fast Reaction: Test your average reaction time Tracking: Moving targets

Ship #1 Changes requested

I built Shoot, a browser-based FPS aim trainer with five modes (classic, precision, speed, reaction, and tracking), all running on plain HTML, CSS, and vanilla JS with no backend. The hardest part was keeping the game state, mode config, and UI in sync. A small typo in one config object won’t crash anything, it just quietly breaks a mode, like reaction mode never ending after fifteen hits. I’m proud that everything runs client-side with zero dependencies, including sound, which is synthesized live through the Web Audio API instead of loaded from files. To test it, just open index.html in a browser and try switching between modes. Personally the most fun is the tracking mode, so I would suggest you to try that out first!

  • 2 devlogs
  • 14h
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9h 3m 43s logged

Finished up the project today! The game now fully works as intended with the 5 different gamemodes. PB scores are also locally kept track of, and the settings + pause menus work now as well. The hardest part about building this was definitely keeping the game loop UI and mode config ALL in sync. Specifically, I completely dropped the rounds value for the reaction mode in the mode config, which made the reaction gamemode never end. It took me a few days to fix this on its own. Everything considered, this was a very fun project to build. I learnt a lot, had fun, and Im looking forward to hearing everyone’s opinions!

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4h 46m 36s logged

SHOOT is an aim trainer game. So far, I have programmed the HTML and styled the CSS for all components besides the game screen, so I am basically done the UI!
My idea for the game is to have 5 modes:

  1. Classic: A regular aim trainer with single targets randomly spawning around the screen
  2. Precision: The targets get smaller to train accuracy better
  3. Speed: Targets spawn rapidly and randomly all around the screen, you have to be fast!
  4. Reaction: A total of 15 targets spawn one by one and you have to hit them as fast as you can. The end score is your average reaction time.
  5. Tracking: Targets move! This provides realistic practice for in game movements.
    I have attached what the UI looks like so far. Super excited to finish styling the game canvas + targets and actually make the game script to make it functional!
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