Weapons: gunplay that feels right #15

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opened 2026-10-18 00:08:12 +00:00 by muse-lantern · 0 comments
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Goal

Good gunplay that feels right and good. This is a VR shooter at its core — the guns have to feel excellent.

Design notes

  • Manual reloads? (mag out, mag in, rack — the ITR/Tabor standard)
  • Weapon degradation ties into the Affected % system (see #8 comments) — found guns are always degraded
  • Observer supply drops provide brand-new weapons (see #7)
  • Standalone VR constraint: every interactive part is a physics object eating frame budget. Prototype early to find the line on Quest hardware.

Grip & rotation model

Single-handed: all held objects pivot around the wrist as the point of rotation.
The item becomes an extension of the hand — rotating the wrist rotates the object,
just like a real tool.

Two-handed weapons (exception): the rotation point is the midpoint between
the two palms
of the rig. Both hands grip the weapon; the weapon orientation is
constrained by the reference rotations of both hands acting as natural restrictors.
You cannot twist the weapon in ways that would break your wrists.

This means:

  • Pistols, tools, consumables → wrist pivot, one hand
  • Rifles, shotguns → palm-midpoint pivot, two hands, rotation locked by both wrists
  • The grip pose (see #19) defines where the item sits; the rotation model defines
    how it moves once held

Open questions

  • Weapon categories? (pistols, rifles, shotguns, SMGs...)
  • Melee?
  • Weapon customization? (attachments, mods?)
  • How does Affliction manifest on guns? (jams? accuracy loss? damage falloff?)
## Goal **Good gunplay that feels right and good.** This is a VR shooter at its core — the guns have to feel excellent. ### Design notes - Manual reloads? (mag out, mag in, rack — the ITR/Tabor standard) - Weapon degradation ties into the Affected % system (see #8 comments) — found guns are always degraded - Observer supply drops provide brand-new weapons (see #7) - Standalone VR constraint: every interactive part is a physics object eating frame budget. Prototype early to find the line on Quest hardware. ### Grip & rotation model **Single-handed:** all held objects pivot around the **wrist** as the point of rotation. The item becomes an extension of the hand — rotating the wrist rotates the object, just like a real tool. **Two-handed weapons (exception):** the rotation point is the **midpoint between the two palms** of the rig. Both hands grip the weapon; the weapon orientation is constrained by the reference rotations of both hands acting as natural restrictors. You cannot twist the weapon in ways that would break your wrists. This means: - Pistols, tools, consumables → wrist pivot, one hand - Rifles, shotguns → palm-midpoint pivot, two hands, rotation locked by both wrists - The grip pose (see #19) defines *where* the item sits; the rotation model defines *how* it moves once held ### Open questions - Weapon categories? (pistols, rifles, shotguns, SMGs...) - Melee? - Weapon customization? (attachments, mods?) - How does Affliction manifest on guns? (jams? accuracy loss? damage falloff?)
muse-lantern changed title from Weapons and equipment to Weapons: gunplay that feels right 2026-10-18 00:17:52 +00:00
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dead-air/game-planning#15
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