diff --git a/CMPT306_Fall2017/Assets/CMPT306_Fall2017.unity b/CMPT306_Fall2017/Assets/CMPT306_Fall2017.unity
index 7f31b24e43ba2071d5a64d3491495492bfed595f..f013a2d676a29c947d1b27eb3dc253ba89faef73 100644
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diff --git a/CMPT306_Fall2017/Assets/Prefabs/Players.prefab.meta b/CMPT306_Fall2017/Assets/Prefabs/Players.prefab.meta
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diff --git a/CMPT306_Fall2017/Assets/Prefabs/Shooty.prefab b/CMPT306_Fall2017/Assets/Prefabs/Shooty.prefab
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diff --git a/CMPT306_Fall2017/Assets/Prefabs/Shooty.prefab.meta b/CMPT306_Fall2017/Assets/Prefabs/Shooty.prefab.meta
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diff --git a/CMPT306_Fall2017/Assets/Scripts.meta b/CMPT306_Fall2017/Assets/Scripts.meta
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@@ -1,7 +1,7 @@
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diff --git a/CMPT306_Fall2017/Assets/Scripts/BulletScript.cs b/CMPT306_Fall2017/Assets/Scripts/BulletScript.cs
new file mode 100644
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--- /dev/null
+++ b/CMPT306_Fall2017/Assets/Scripts/BulletScript.cs
@@ -0,0 +1,27 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class BulletScript : MonoBehaviour {
+
+
+    void OnTriggerEnter2D(Collider2D coll)
+    {
+        if(coll.tag != "Untagged")
+        {
+            Destroy(gameObject);
+        }
+        Debug.Log(coll.tag);
+
+    }
+
+	// Use this for initialization
+	void Start () {
+		
+	}
+	
+	// Update is called once per frame
+	void Update () {
+		
+	}
+}
diff --git a/CMPT306_Fall2017/Assets/Scripts/BulletScript.cs.meta b/CMPT306_Fall2017/Assets/Scripts/BulletScript.cs.meta
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diff --git a/CMPT306_Fall2017/Assets/Scripts/GamepadInput.cs b/CMPT306_Fall2017/Assets/Scripts/GamepadInput.cs
new file mode 100644
index 0000000000000000000000000000000000000000..2fc12d53817fa24996b9470cbaea88e19a7454f4
--- /dev/null
+++ b/CMPT306_Fall2017/Assets/Scripts/GamepadInput.cs
@@ -0,0 +1,31 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class GamepadInput : MonoBehaviour {
+
+    [SerializeField]
+    float Deadzone;
+    float maxComparable;
+    
+    [SerializeField]
+    PlayerBehavior myPlayer;
+
+	// Use this for initialization
+	void Start () {
+        maxComparable = 1 - Deadzone;
+	}
+	
+	// Update is called once per frame
+	void Update () {
+        float leftX = Input.GetAxis("Left Horizontal");
+        float leftY = Input.GetAxis("Left Vertical");
+        
+        /* Ratio of joystick amount over the deadzone */
+        myPlayer.MoveHorizontal(leftX);
+        myPlayer.MoveVertical(leftY);
+
+        if (Input.GetButton("Xbox B"))
+            myPlayer.Brake();
+    }
+}
diff --git a/CMPT306_Fall2017/Assets/Scripts/GamepadInput.cs.meta b/CMPT306_Fall2017/Assets/Scripts/GamepadInput.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..f05fd74d948c84f93849019984281fe53fdb6129
--- /dev/null
+++ b/CMPT306_Fall2017/Assets/Scripts/GamepadInput.cs.meta
@@ -0,0 +1,12 @@
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diff --git a/CMPT306_Fall2017/Assets/Scripts/InputManagerScript.cs b/CMPT306_Fall2017/Assets/Scripts/InputManagerScript.cs
new file mode 100755
index 0000000000000000000000000000000000000000..a769a7fccfd0c3e4af7eb0f6de62371e141f6cb2
--- /dev/null
+++ b/CMPT306_Fall2017/Assets/Scripts/InputManagerScript.cs
@@ -0,0 +1,142 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class InputManagerScript : MonoBehaviour {
+
+    [SerializeField]
+    private GameObject playerOne;
+    [SerializeField]
+    private GameObject playerTwo;
+
+    private PlayerBehavior playerOneBehavior;
+    private PlayerBehavior playerTwoBehavior;
+
+    private PlayerShooter myShooter;
+
+    private bool isAiming;
+
+	// Use this for initialization
+	void Start () {
+        playerOneBehavior = playerOne.GetComponent<PlayerBehavior>();
+        playerTwoBehavior = playerTwo.GetComponent<PlayerBehavior>();
+
+        myShooter = playerOne.GetComponent<PlayerShooter>();
+    }
+
+
+    private void KeyboardInput()
+    {
+        /**
+         * Player One Movement Controls 
+         */
+        if (Input.GetKey(KeyCode.W))
+        {
+            playerOneBehavior.MoveUp();
+        }
+        else if (Input.GetKey(KeyCode.S))
+        {
+            playerOneBehavior.MoveDown();
+        }
+        if (Input.GetKey(KeyCode.A))
+        {
+            playerOneBehavior.MoveLeft();
+        }
+        else if (Input.GetKey(KeyCode.D))
+        {
+            playerOneBehavior.MoveRight();
+        }
+
+        if (Input.GetKey(KeyCode.E))
+        {
+            playerOneBehavior.Brake();
+        }
+
+
+        /**
+         * Player Two Movement Controls 
+         */
+        if (Input.GetKey(KeyCode.UpArrow))
+        {
+            playerTwoBehavior.MoveUp();
+        }
+        else if (Input.GetKey(KeyCode.DownArrow))
+        {
+            playerTwoBehavior.MoveDown();
+        }
+        if (Input.GetKey(KeyCode.LeftArrow))
+        {
+            playerTwoBehavior.MoveLeft();
+        }
+        else if (Input.GetKey(KeyCode.RightArrow))
+        {
+            playerTwoBehavior.MoveRight();
+        }
+        if (Input.GetKey(KeyCode.RightControl))
+        {
+            playerTwoBehavior.Brake();
+        }
+    }
+
+    public void JoypadOneInput()
+    {
+        /* Movement based on left stick */
+        float leftHorizontal = Input.GetAxis("Left Horizontal");
+        float leftVertical = Input.GetAxis("Left Vertical");
+        playerOneBehavior.MoveHorizontal(leftHorizontal);
+        playerOneBehavior.MoveVertical(leftVertical);
+
+        /* Aim based on the right stick */
+        Vector2 rightStickOrientation = new Vector2(Input.GetAxis("Right Horizontal"), Input.GetAxis("Right Vertical"));
+
+        if (rightStickOrientation.magnitude > 0)
+        {
+            if (!isAiming)
+            {
+                isAiming = true;
+                myShooter.PlayerAimStart(rightStickOrientation);
+            }
+            else
+            {
+                myShooter.PlayerAimContinue(rightStickOrientation);
+            }
+        }
+        else if((rightStickOrientation.magnitude <= 0) && (isAiming))
+        {
+            isAiming = false;
+            myShooter.PlayerAimEnd();
+        }
+
+
+        if (!isAiming)
+        {
+            if (rightStickOrientation.magnitude > 0)
+            {
+                isAiming = true;
+                myShooter.PlayerAimStart(rightStickOrientation);
+            }
+        }
+        else
+        {
+
+        }
+
+
+        /* Brake based on the B Button */
+        if (Input.GetButton("Xbox B"))
+            playerOneBehavior.Brake();
+        
+        /* Shoot based on Right Trigger */
+        if (Input.GetAxis("Right Trigger") < -.3)
+        {
+            myShooter.Shoot();
+        }
+
+    }
+
+    // Update is called once per frame
+    void Update () {
+        KeyboardInput();
+        JoypadOneInput();
+    }
+}
diff --git a/CMPT306_Fall2017/Assets/Scripts/InputManagerScript.cs.meta b/CMPT306_Fall2017/Assets/Scripts/InputManagerScript.cs.meta
new file mode 100755
index 0000000000000000000000000000000000000000..cd68268a06b8313ba0c3628de796c200b5210e4f
--- /dev/null
+++ b/CMPT306_Fall2017/Assets/Scripts/InputManagerScript.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 95835ff87512cd145bdbfbc80b123bfc
+timeCreated: 1505949924
+licenseType: Free
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
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diff --git a/CMPT306_Fall2017/Assets/Scripts/PlayerBehavior.cs b/CMPT306_Fall2017/Assets/Scripts/PlayerBehavior.cs
new file mode 100755
index 0000000000000000000000000000000000000000..a321d31e01d1e5ca6fcb2652512ed9efc1d193d1
--- /dev/null
+++ b/CMPT306_Fall2017/Assets/Scripts/PlayerBehavior.cs
@@ -0,0 +1,97 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class PlayerBehavior : MonoBehaviour {
+
+    /* Movement to apply this frame */
+    private Vector3 frameMovement;
+
+    /* How much force is applied by player movement */
+    [SerializeField]
+    private float acceleration;
+
+    /* How much the velocity is scaled down on brake */
+    [SerializeField]
+    private float brakeFraction;
+    [SerializeField]
+    private float constantFraction;
+
+    /* The maximum speed a player is allowed to go */
+    [SerializeField]
+    private float maxSpeed;
+
+    /* Holds our plaayer and player body */
+    public GameObject player;
+    private Rigidbody2D playerBody;
+
+
+    /* Getters and Setters */
+    public float getMaxSpeed()
+    {
+        return maxSpeed;
+    }
+
+    /**
+     *  Collection of basic movement functions that add to a movement vector, which is 
+     *      reset every frame.
+     */
+    public void MoveLeft()
+    {
+        frameMovement.x -= acceleration;
+    }
+    public void MoveRight()
+    {
+        frameMovement.x += acceleration;
+    }
+    public void MoveUp()
+    {
+        frameMovement.y += acceleration;
+    }
+    public void MoveDown()
+    {
+        frameMovement.y -= acceleration;
+    }
+
+    public void MoveHorizontal(float f)
+    {
+        if(Mathf.Abs(f) <= 1)
+            frameMovement.x += f;
+    }
+    public void MoveVertical(float f)
+    {
+        if (Mathf.Abs(f) <= 1)
+            frameMovement.y += f;
+    }
+
+
+    /**
+     * Scale the player's velocity down, if brakeFraction is < zero 
+     */
+    public void Brake()
+    {
+        playerBody.velocity *= brakeFraction;
+    }
+
+
+    // Use this for initialization
+    void Start () {
+        playerBody = this.GetComponent<Rigidbody2D>();
+	}
+	
+	// Update is called once per frame
+	void Update () {
+        /* Accelerate the player with a movement vector based on this frames input */
+        playerBody.AddForce(frameMovement.normalized * acceleration);
+
+        /* Cap player speed with a velocity check */
+        if (playerBody.velocity.magnitude > maxSpeed)
+            playerBody.velocity = (playerBody.velocity.normalized * maxSpeed);
+        
+        /* Apply some simple friction */
+        playerBody.velocity *= constantFraction;
+
+        /* Reset any persistant variables */
+        frameMovement = Vector3.zero;
+	}
+}
diff --git a/CMPT306_Fall2017/Assets/Scripts/PlayerBehavior.cs.meta b/CMPT306_Fall2017/Assets/Scripts/PlayerBehavior.cs.meta
new file mode 100755
index 0000000000000000000000000000000000000000..eeb10dbbcb393f8b36597ec617bb8f54b9d22731
--- /dev/null
+++ b/CMPT306_Fall2017/Assets/Scripts/PlayerBehavior.cs.meta
@@ -0,0 +1,12 @@
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+guid: 79c94baaf6a689347b6e47b5c7edd41c
+timeCreated: 1505949924
+licenseType: Free
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+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
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diff --git a/CMPT306_Fall2017/Assets/Scripts/PlayerCameraScript.cs b/CMPT306_Fall2017/Assets/Scripts/PlayerCameraScript.cs
new file mode 100644
index 0000000000000000000000000000000000000000..59ee863beb8db77a52813fd0f67fc68e26c6fe7e
--- /dev/null
+++ b/CMPT306_Fall2017/Assets/Scripts/PlayerCameraScript.cs
@@ -0,0 +1,80 @@
+using UnityEngine;
+using System.Collections;
+
+public class PlayerCameraScript : MonoBehaviour
+{
+
+    private GameObject myCamera;
+    [SerializeField]
+    private GameObject myTarget;
+
+    /* Vectors to do trivial adjustments */
+    Vector3 ZAdjustVect;
+    Vector3 PlayerYAdjustVect;
+    Vector3 CameraSpeedVect;
+
+    /* Subtract these to account for the Z Vector */
+    [SerializeField]
+    private float Z_ADJ;
+    [SerializeField]
+    private float PLAYER_Y_ADJ;
+    /* Camera moves at 1 / CAMERA_SPEED */
+    [SerializeField]
+    private float cameraLag;
+
+    public GameObject MyTarget
+    {
+        get
+        {
+            return myTarget;
+        }
+
+        set
+        {
+            myTarget = value;
+        }
+    }
+
+
+    /**
+     * Does a smooth movement towards the set target, based on speed variables.
+     */
+    private void CameraTracking()
+    {
+        /* Adjust the Camera value to the right Z-plane */
+    Vector3 target = myTarget.transform.position;
+        target.z = myCamera.transform.position.z;
+
+        /* Camera speeds up as player leaves centre */
+        float speed = Vector3.Distance(myCamera.transform.position, target) / cameraLag;
+
+        /* Set the new camera position */
+        myCamera.transform.position = Vector3.MoveTowards(myCamera.transform.position, target, speed);
+
+        return;
+    }
+
+
+    // Use this for initialization
+    void Start()
+    {
+        myCamera = this.gameObject;
+
+        ZAdjustVect = new Vector3(0, 0, Z_ADJ);
+        PlayerYAdjustVect = new Vector3(0, PLAYER_Y_ADJ, 0);
+
+        /* Initiate Camera */
+        myCamera.transform.position = MyTarget.transform.position;
+        myCamera.transform.position += ZAdjustVect;
+    }
+
+    // Update is called once per frame
+    void FixedUpdate()
+    {
+        Debug.Log("Moving Camera...");
+
+        CameraTracking();
+        //myCamera.transform.position += ZAdjustVect;
+        //myCamera.transform.position += PlayerYAdjustVect;
+    }
+}
\ No newline at end of file
diff --git a/CMPT306_Fall2017/Assets/Scripts/PlayerCameraScript.cs.meta b/CMPT306_Fall2017/Assets/Scripts/PlayerCameraScript.cs.meta
new file mode 100644
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+++ b/CMPT306_Fall2017/Assets/Scripts/PlayerCameraScript.cs.meta
@@ -0,0 +1,12 @@
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+guid: fc44086b1fbcdd741acfcf1c53a78c99
+timeCreated: 1506132733
+licenseType: Free
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
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diff --git a/CMPT306_Fall2017/Assets/Scripts/PlayerCameraTargetScript.cs b/CMPT306_Fall2017/Assets/Scripts/PlayerCameraTargetScript.cs
new file mode 100644
index 0000000000000000000000000000000000000000..0cde1161de5247b6f6c20b36958fe562fa0fb620
--- /dev/null
+++ b/CMPT306_Fall2017/Assets/Scripts/PlayerCameraTargetScript.cs
@@ -0,0 +1,74 @@
+using UnityEngine;
+using System.Collections;
+
+public class PlayerCameraTargetScript : MonoBehaviour
+{
+    int NUM_PLAYERS = 2;
+
+    /* Player target movement variables */
+    [SerializeField]
+    private float AccelerationSpeed;
+    [SerializeField]
+    private float MaxSpeed;
+    [SerializeField]
+    private float cameraSpeed;
+    [SerializeField]
+    private float AccelRatio;
+    
+    /* Maximum target movement speeds, independant for screen ratios */
+    [SerializeField]
+    float maxX;
+    [SerializeField]
+    float maxY;
+    Vector3 MAX_X;
+    Vector3 MAX_Y;
+
+    [SerializeField]
+    GameObject PlayerOne;
+    [SerializeField]
+    GameObject PlayerTwo;
+
+    Rigidbody2D PlayerOneBody;
+    Rigidbody2D PlayerTwoBody;
+
+    Vector3 tetherCenter;
+    
+    // Use this for initialization
+    void Start()
+    {
+        PlayerOneBody = PlayerOne.GetComponent<Rigidbody2D>();
+        PlayerTwoBody = PlayerTwo.GetComponent<Rigidbody2D>();
+
+        MAX_X = new Vector3(maxX, 0, 0);
+        MAX_Y = new Vector3(0, maxY, 0);
+    }
+    
+    // Update is called once per frame
+    void Update()
+    {
+        /* Start in the Center */
+        Vector3 targetPos = (PlayerOne.transform.localPosition + PlayerTwo.transform.localPosition) / NUM_PLAYERS;
+
+        /* Add player velocities */
+        Vector3 playerVelocities = ((Vector3)PlayerOneBody.velocity + (Vector3)PlayerTwoBody.velocity) * AccelRatio;
+        /* Limit to max X and Y */
+        // X
+        if (Mathf.Abs(playerVelocities.x) > maxX)
+            playerVelocities.x = maxX * Mathf.Sign(playerVelocities.x);
+        // Y
+        if (Mathf.Abs(playerVelocities.y) > maxY)
+            playerVelocities.y = maxY * Mathf.Sign(playerVelocities.y);
+        
+        targetPos += playerVelocities;
+
+        /* if we changed direction, double moveToward zero to get ahead */
+        if ((Mathf.Sign(playerVelocities.x) != Mathf.Sign(targetPos.x)) ||
+            (Mathf.Sign(playerVelocities.y) != Mathf.Sign(targetPos.y)))
+        {
+            this.transform.localPosition = Vector3.MoveTowards(this.transform.localPosition, targetPos, cameraSpeed);
+        }
+        
+        /* Add player velocities */
+        this.transform.localPosition = Vector3.MoveTowards(this.transform.localPosition, targetPos, cameraSpeed);
+    }
+}
diff --git a/CMPT306_Fall2017/Assets/Scripts/PlayerCameraTargetScript.cs.meta b/CMPT306_Fall2017/Assets/Scripts/PlayerCameraTargetScript.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..6a82fbd56b74a05030ce8005a08419f387cbb8fa
--- /dev/null
+++ b/CMPT306_Fall2017/Assets/Scripts/PlayerCameraTargetScript.cs.meta
@@ -0,0 +1,12 @@
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+guid: c825d4bed5b4ef14dbdd77b3ceceb25e
+timeCreated: 1506132818
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diff --git a/CMPT306_Fall2017/Assets/Scripts/PlayerParentScript.cs b/CMPT306_Fall2017/Assets/Scripts/PlayerParentScript.cs
new file mode 100644
index 0000000000000000000000000000000000000000..7936e534b1c49b30bbf8b2b7b3720802c194763a
--- /dev/null
+++ b/CMPT306_Fall2017/Assets/Scripts/PlayerParentScript.cs
@@ -0,0 +1,27 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class PlayerParentScript : MonoBehaviour {
+
+    [SerializeField]
+    GameObject PlayerOne;
+    [SerializeField]
+    GameObject PlayerTwo;
+
+    Transform myTansform;
+    Transform playerOneTransform;
+    Transform playerTwoTransform;
+
+    // Use this for initialization
+    void Start () {
+        playerOneTransform = PlayerOne.GetComponent<Transform>();
+        playerTwoTransform = PlayerTwo.GetComponent<Transform>();
+    }
+	
+	// Update is called once per frame
+	void Update () {
+        /* Move to Players centre */
+        this.transform.position = (playerOneTransform.position + playerTwoTransform.position) / 2;
+	}
+}
diff --git a/CMPT306_Fall2017/Assets/Scripts/PlayerParentScript.cs.meta b/CMPT306_Fall2017/Assets/Scripts/PlayerParentScript.cs.meta
new file mode 100644
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@@ -0,0 +1,12 @@
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diff --git a/CMPT306_Fall2017/Assets/Scripts/PlayerShooter.cs b/CMPT306_Fall2017/Assets/Scripts/PlayerShooter.cs
new file mode 100644
index 0000000000000000000000000000000000000000..6363f63d3b4278ab7ea63fe52fa062b41fd2b7cd
--- /dev/null
+++ b/CMPT306_Fall2017/Assets/Scripts/PlayerShooter.cs
@@ -0,0 +1,132 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class PlayerShooter : MonoBehaviour {
+    
+    int ShotCooldown;
+
+    [SerializeField]
+    PlayerBehavior myPlayer;
+    Rigidbody2D myBody;
+
+    [SerializeField]
+    GameObject Bullet;
+    [SerializeField]
+    GameObject Crosshair;
+    GameObject curCrosshair;
+
+    [SerializeField]
+    float bulletSpawnDist;  // How far to spawn the bullet
+    [SerializeField]
+    float crosshairDist;    // How away the crasshair is from the player
+    [SerializeField]
+    int LightBulletVel;     // How fast light bullets travel
+    [SerializeField]
+    int LightBulletCooldown;    // How many frames before we can shoot again
+    [SerializeField]
+    int HeavyBulletVel;     // How fast light bullets travel
+    [SerializeField]
+    int HeavyBulletCooldown;    // How many frames before we can shoot again
+
+
+    public enum Weapon { LIGHT_GUN, HEAVY_GUN };
+    private Weapon curWeapon;
+
+    /**
+     * Shoot - Shoot the current weapon 
+     */
+    public void Shoot()
+    {
+        if (curCrosshair == null)
+            return;
+
+        if (ShotCooldown > 0)
+            return; 
+
+        switch (curWeapon)
+        {
+            case Weapon.LIGHT_GUN:
+                LightShot();
+                break;
+
+        }
+    }
+    /**
+     * LightShot - Instantiate a bullet at the player with trajectory decided by curCrosshair 
+     */
+    private void LightShot()
+    {
+        GameObject newBullet;
+
+        if (ShotCooldown <= 0)
+        {
+            /* Add to Shot cooldown */
+            ShotCooldown += LightBulletCooldown;
+
+            /* Create our new bullet */
+            newBullet = Instantiate(Bullet, gameObject.transform);
+
+            /* Bullet Position = bulletSpawnDist from centre of player, towards the crasshair*/
+            newBullet.transform.localPosition = curCrosshair.transform.localPosition.normalized * bulletSpawnDist;
+
+            /* Bullet Velocity = LightBulletVel, towards the crasshair*/
+            Rigidbody2D bulletVel = newBullet.GetComponent<Rigidbody2D>();
+            bulletVel.velocity = (curCrosshair.transform.localPosition.normalized * LightBulletVel);
+            /* Add Player Velocity */
+            bulletVel.velocity += myBody.velocity;      
+
+            /* Spread, does nothing */
+            Vector3 perpendicular = Quaternion.AngleAxis(90, curCrosshair.transform.localPosition.normalized) 
+                * curCrosshair.transform.localPosition.normalized;
+            /* Apply Bullet Spread */
+            bulletVel.AddForce(perpendicular);
+        }
+    }
+
+    public void PlayerAimStart(Vector2 joyPos)
+    {
+        if (curCrosshair != null)  // Updates happen too fast! Fix to ghost crosshair bug.
+            Destroy(curCrosshair);
+
+        joyPos.Normalize();
+        joyPos *= crosshairDist;
+        
+        curCrosshair = Instantiate(Crosshair, this.transform);
+        curCrosshair.transform.localPosition = joyPos;
+    }
+    public void PlayerAimContinue(Vector2 joyPos)
+    {
+        joyPos.Normalize();
+        joyPos *= crosshairDist;
+        
+        curCrosshair.transform.localPosition = joyPos;
+    }
+    public void PlayerAimEnd()
+    {
+        if (curCrosshair != null)  // Updates happen too fast!
+            Destroy(curCrosshair);
+    }
+
+
+	// Use this for initialization
+	void Start () {
+        ShotCooldown = 0;
+
+        curWeapon = Weapon.LIGHT_GUN;   // Default to the light gun
+
+        myBody = myPlayer.GetComponent<Rigidbody2D>();
+	}
+
+    void FixedUpdate()
+    {
+        if (ShotCooldown > 0)
+            ShotCooldown--;
+    }
+	
+	// Update is called once per frame
+	void Update ()
+    {
+
+    }
+}
diff --git a/CMPT306_Fall2017/Assets/Scripts/PlayerShooter.cs.meta b/CMPT306_Fall2017/Assets/Scripts/PlayerShooter.cs.meta
new file mode 100644
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+++ b/CMPT306_Fall2017/Assets/Scripts/PlayerShooter.cs.meta
@@ -0,0 +1,12 @@
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diff --git a/CMPT306_Fall2017/Assets/Scripts/PlayerTetherScript.cs b/CMPT306_Fall2017/Assets/Scripts/PlayerTetherScript.cs
new file mode 100755
index 0000000000000000000000000000000000000000..7ed9e338b3978b86e840a6d1ac27ac61af5b18ae
--- /dev/null
+++ b/CMPT306_Fall2017/Assets/Scripts/PlayerTetherScript.cs
@@ -0,0 +1,88 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class PlayerTetherScript : MonoBehaviour {
+    
+    /* How far the players can go before the tether pulls them in */
+    [SerializeField]
+    private float engageDistance;
+
+    /* Hooke's law labels this k, how much force the tether applies */
+    [SerializeField]
+    private float elasticity;
+
+    /* The current distance between the two players */
+    [SerializeField]
+    private float curDistance;
+
+
+    /* Our Players */
+    [SerializeField]
+    private GameObject playerOne;
+    [SerializeField]
+    private GameObject playerTwo;
+    
+    private Rigidbody2D playerOneBody;
+    private Rigidbody2D playerTwoBody;
+
+
+    /* Resource to represent the tether as a line */
+    LineRenderer tetherVisual;
+
+    /* Draw the tether as a line between the two players */
+    public void DrawTetherAsLine()
+    {
+        tetherVisual.SetPosition(0, playerOne.transform.position);
+        tetherVisual.SetPosition(1, playerTwo.transform.position);
+    }
+
+    public Vector3 getCentre()
+    {
+        return (playerOne.transform.position + playerTwo.transform.position) / 2;
+    }
+
+    
+    // Use this for initialization
+    void Start () {
+        playerOneBody = playerOne.GetComponent<Rigidbody2D>();
+        playerTwoBody = playerTwo.GetComponent<Rigidbody2D>();
+
+        tetherVisual = this.GetComponent<LineRenderer>();
+    }
+	
+	// Update is called once per frame
+	void Update () {
+
+        // Get current distance
+        Vector3 posOne = playerOne.transform.position;
+        Vector3 posTwo = playerTwo.transform.position;
+
+        // Calculate vector of p1 to p2
+        Vector3 difference = posOne - posTwo;
+        // curdistance = Magnitide of difference
+        curDistance = Vector3.Distance(posOne, posTwo);
+        
+        /* if The players are far enough apart... */
+        if (curDistance > engageDistance)
+        {
+            float distance = curDistance - engageDistance;
+            /* Apply force of Distance squared, Scaled by elasticity, and divide among both players 
+             *
+             * I used distance squared to make the tether more responsive, though less realistic. - Clint
+             */
+            float tension = (elasticity * (distance * distance)) / 2;
+
+            /* Vector difference gets magnitide = tension */
+            difference = Vector3.ClampMagnitude(difference, tension);
+
+            /* Apply said Vector to both players */
+            playerOneBody.AddForce(-difference);
+            playerTwoBody.AddForce(difference);
+        }
+
+        /* Draw the tether */
+        DrawTetherAsLine();
+	}
+
+}
diff --git a/CMPT306_Fall2017/Assets/Scripts/PlayerTetherScript.cs.meta b/CMPT306_Fall2017/Assets/Scripts/PlayerTetherScript.cs.meta
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-    invert: 0
-    type: 0
-    axis: 0
-    joyNum: 0
+    axis: 9
+    joyNum: 1
diff --git a/CMPT306_Fall2017/ProjectSettings/TagManager.asset b/CMPT306_Fall2017/ProjectSettings/TagManager.asset
index 1c92a7840ec11895c76785f65d949a3d20d53355..447c391a6880571f3bbe5fc74b1e19375e2ae957 100644
--- a/CMPT306_Fall2017/ProjectSettings/TagManager.asset
+++ b/CMPT306_Fall2017/ProjectSettings/TagManager.asset
@@ -3,7 +3,8 @@
 --- !u!78 &1
 TagManager:
   serializedVersion: 2
-  tags: []
+  tags:
+  - Barrier
   layers:
   - Default
   - TransparentFX