{"schemaVersion":1,"record":{"key":"mechanic/shooting-projectiles--t028","type":"mechanic","id":"shooting-projectiles--t028","lang":"en","title":"Rail and light-gun shooters","summary":"The system fixes the camera route while the player allocates attention among targets, threats and firing windows.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/shooting-projectiles--t028/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/shooting-projectiles--t028.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/shooting-projectiles--t028.md","aliases":[],"tags":["Shooting and projectiles","Mechanics and variants"],"sourceIds":["source-8a492c292e237e0e","source-ae416f042dfc3d52"],"sources":[{"id":"source-8a492c292e237e0e","title":"Godot: Ray-casting","url":"https://docs.godotengine.org/en/stable/tutorials/physics/ray-casting.html","verifiedAt":null},{"id":"source-ae416f042dfc3d52","title":"THE HOUSE OF THE DEAD: Remake","url":"https://store.steampowered.com/app/1694600/","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"The system fixes the camera route while the player allocates attention among targets, threats and firing windows."},{"id":"variants","title":"Variants","body":"### Mechanic variants\n\n<a id=\"t028-variants\"></a>\n\n- Priority: a dangerous target interrupts score collection. <a id=\"t028-v1\"></a>\n- Reloading: a firing pause requires deliberate timing. <a id=\"t028-v2\"></a>\n- Branches: hitting a switch changes the route. <a id=\"t028-v3\"></a>\n- Cover: a separate command interrupts aiming to defend. <a id=\"t028-v4\"></a>"},{"id":"example","title":"Design example","body":"A train passes three towers; shooting a track switch opens a safer route.\n\nPrototype check: Replay with slower aiming and ensure threats appear before their mandatory response window begins."},{"id":"context","title":"Context and limits","body":"Shooting connects position selection to the moment of firing. Distinguish view direction, weapon direction and the actual hit query: the camera may see a target while a wall blocks the muzzle. Traveling projectiles need readable trajectories and flight time; immediate hits need clear feedback and a consistent reticle. These overviews propose original rules and hypothetical scenarios. Godot's documentation explains ray intersection queries, not network lag compensation or a universal weapon model."}],"relations":[],"placements":[{"catalogId":"shooting-projectiles","id":"t028","title":"Shooting and projectiles","url":"https://gamemechanics.pro/en/mechanics/shooting-projectiles/#t028","categoryIds":["mechanics"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Rail and light-gun shooters","description":"The system fixes the camera route while the player allocates attention among targets, threats and firing windows.","image":{"src":"images/mechanics/priority-house-of-the-dead-08.webp","width":1440,"height":810,"game":"THE HOUSE OF THE DEAD: Remake","sourceUrl":"https://store.steampowered.com/app/1694600/","originalUrl":"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/1694600/ss_ae7abb78e57ba73aa67a6803377e402b8608439b.1920x1080.jpg?t=1784895759","credit":"MegaPixel Studio S. A. / Forever Entertainment S. A.","rights":"Game imagery © its respective rights holders. Publisher-distributed Steam screenshot; all rights reserved. Excluded from MIT and CC BY 4.0.","caption":"Enemies appear in front of a system-driven camera","alt":"Enemies appear in front of a system-driven camera","markers":[{"x":53,"y":50,"label":"A nearby target demands a quick reaction"},{"x":78,"y":50,"label":"Another threat deeper in the scene"}]},"tips":["Allow time to recognize a target after a camera change."],"examples":[{"title":"THE HOUSE OF THE DEAD: Remake","url":"https://store.steampowered.com/app/1694600/"}]}},"endsAt":null,"provenance":"Original bilingual editorial overviews authored for gamemechanics.pro on 2026-10-20 and reviewed on 2026-10-21. Scenarios are hypothetical design examples; prototype checks describe work to perform, not completed playtests. Primary sources support the stated techniques and implementation context, not every proposed variant.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/shooting-projectiles"}}