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Added a reticle and the ability to charge lock. The movement still feels a little clunky but the basics are there.

Long term, it could be interesting to expand the moveset to something more tactile (like you latch onto drones with your claws or something), but for now emulating Starfox is quite obviously the main goal, at least for the aerial movement.

Continuing some work on the new prototype (yes I realize I just said I wanted to stop making new prototypes). Right now I'm only focusing on making the movement feel fluid and fun, and it's definitely getting there. With more detailed animations and some fine-tuned interpolation, it would feel even more fluid in a fully polished game as well.

The next obvious thing to tackle would be a free-fly mode, which is certainly doable. What I'm wondering is if I should make a separate controller for it, or use my existing Path3D / dolly system and just make it so the path has zero length and you control where it exists in space. The way movement works *on* the path is actually just by adjusting the horizontal and vertical offsets, not by doing any 3D movement math. It's essentially done by doing the movements in 2D to control where you exist in the plane that's traveling along the path.