Development Week 3
This week I added the first proper weapon and aiming setup for MoonBurn. The player now has a modular weapon system, with equip/unequip support, firing logic, and aim handling for both mouse and gamepad. The flamethrower is also in as an actual weapon, with flame projectiles spawning from a muzzle position that follows the aim direction more accurately.
I also added the first projectile base and fire hazard system. Flame projectiles can now exist as real gameplay objects, collide, deal damage, and connect into hazards in the arena. Fire hazards can affect overlapping characters and consume fuel over time, which starts to make fire feel like something that lives in the level rather than just a visual effect.
The aiming side also got more accurate, especially for mouse control. The player’s aim now projects into the game world more reliably, and the character’s aim visuals can follow that direction. This is a big foundation week for the core feel of MoonBurn: aim, fire, leave danger behind, and let the arena start turning against everyone.