## 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 - [x] Weapon Sway - [x] Fixing leaning - [x] Snap back leaning too quick - [x] Issue with moving around quickly - [x] Bring Crouching back - [x] Inspect animation & state (procedural) - [ ] TODO: Attachment editor system when in inspect mode - [ ] TODO: remove Start and End optic from Slots, instead make one slot, and have code that checks for the starter slot and the end slot - [x] High Ready & Low Ready system with state - [x] High ready animation (procedural) - [x] Low ready animation (procedural) - [ ] TODO: Auto Low ready when gun collider hits object OR when player starts sprinting - [ ] Reload animation (procedural) - [ ] Real world magazines - [ ] Rewriting bullet physics to use raycasts & kinematic rigidbodies (logic controlled) - [ ] Create a Controls struct that holds mappings to all the game keys and replace them in all the game's code # 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