## Game design ### OUTDADED: 4-6 guns, with 1 magazine per gun. Optics can be left out Can only be found in the world Always have a starting pistol available Inventory system + Looting system Boxes all around the map with guns, equipment, ammo. A mix between a battle royale and an extraction looter shooter: All players spawn like an extraction looter shooter, to get out they have to extract, but the map contains loot like a battle royale. Make sure guns are usable with iron sights. Multiplayer # TODOs: - [x] Detach player rotation from character model - [ ] Weapon Sway - [ ] Fixing leaning - [ ] Snap back leaning too quick - [ ] Bring Crouching back - [ ] Inspect animation (procedural) - [ ] Reload animation (procedural) - [ ] Real world magazines - [ ] Rewriting bullet physics to use raycasts & kinematic rigidbodies (logic controlled) - [ ] Low Ready & High ready (low ready == more speed | high ready == more accuracy) - [ ] Auto Low ready when gun collider hits object OR when player starts sprinting # Design - Detach player rotation from character model Don't parent the hands to the camera Make the hands move to the camera with a delay + lerp On player movement: WASD -> Translate player parent objetc, everything else follows Mouse movements -> Rotate camera (on all axises) + Player Character (Not parent object) on only the horizontal axis (Z I think) What moves first is the camera, then the entire body moves with a lerp