{"schemaVersion":1,"record":{"key":"mechanic/shooting-projectiles--t030","type":"mechanic","id":"shooting-projectiles--t030","lang":"en","title":"Shoot ’em ups, bullet hell and bullet grazing","summary":"Projectile patterns create moving danger zones. The player reads their direction and gaps to plan a safe movement path in advance.","updatedAt":"2026-10-21","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/shooting-projectiles--t030/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/shooting-projectiles--t030.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/shooting-projectiles--t030.md","aliases":["Bullet hell and projectile patterns"],"tags":["Shooting and projectiles","Mechanics and variants"],"sourceIds":["source-8a492c292e237e0e","source-34ecc9c6effac13a"],"sources":[{"id":"source-8a492c292e237e0e","title":"Godot: Ray-casting","url":"https://docs.godotengine.org/en/stable/tutorials/physics/ray-casting.html","verifiedAt":null},{"id":"source-34ecc9c6effac13a","title":"Enter the Gungeon","url":"https://store.steampowered.com/app/311690/","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"The player reads projectile patterns and chooses safe paths; near misses can optionally grant a reward."},{"id":"variants","title":"Variants","body":"### Mechanic variants\n\n<a id=\"t030-variants\"></a>\n\n- Lanes: a pattern leaves predictable safe corridors. <a id=\"t030-v1\"></a>\n- Aimed volleys: movement draws a stream away. <a id=\"t030-v2\"></a>\n- Grazing: passing near a bullet earns a separate resource. <a id=\"t030-v3\"></a>\n- Bombs: a limited stock clears a dangerous field. <a id=\"t030-v4\"></a>"},{"id":"example","title":"Design example","body":"Slow rings intersect an aimed stream that the player can draw toward the screen edge.\n\nPrototype check: Display the hitbox and graze region; verify safe gaps without unreadable projectile overlaps."},{"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":"t030","title":"Shooting and projectiles","url":"https://gamemechanics.pro/en/mechanics/shooting-projectiles/#t030","categoryIds":["mechanics"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-21","title":"Bullet hell and projectile patterns","description":"Projectile patterns create moving danger zones. The player reads their direction and gaps to plan a safe movement path in advance.","image":{"src":"images/mechanics/gungeon-bullet-rings.webp","width":1440,"height":810,"crop":{"x":225,"y":75,"width":1013,"height":638},"game":"Enter the Gungeon","sourceUrl":"https://store.steampowered.com/app/311690/","originalUrl":"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/311690/ss_0893ef2bd93d4e9e2138006424d088523a5daecd.1920x1080.jpg?t=1779733990","credit":"Dodge Roll / Devolver Digital","rights":"© Dodge Roll / Devolver Digital. All rights reserved.","caption":"Concentric projectile rings","alt":"Enter the Gungeon: rings of bright projectiles spread around an enemy with visible gaps between them.","markers":[{"x":48,"y":51,"label":"Projectiles form a readable repeating pattern"},{"x":71,"y":57,"label":"Gaps provide room to maneuver"}]},"tips":["Separate dangerous projectiles from backgrounds and decorative effects.","Check that a safe path is reachable at the character’s current speed."],"examples":[{"title":"Enter the Gungeon","url":"https://store.steampowered.com/app/311690/"}]}},"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"}}