Physics
1. Simulated Earth-Standard (The Baseline)
Section titled “1. Simulated Earth-Standard (The Baseline)”The physics engine of Project Aether was designed to mimic Earth’s gravity and momentum to prevent “Sim-Sickness” for the stored human consciousness.
- Gravity: Standard 1G simulation. There is no jumping and falling feel “heavy” and predictable in the HUB and Overworld.
- Momentum: Movement has a slight “friction” to it. Stopping after a sprint requires a few frames of deceleration, giving the Humanoid AI a sense of physical weight despite being digital.
2. The “Glitched” Combat Physics
Section titled “2. The “Glitched” Combat Physics”When the player enters a 2D Combat Arena or a Mind Dungeon, the laws of physics become more “arcade-like” to support high-speed bullet-hell gameplay.
3. Environmental Destructibility
Section titled “3. Environmental Destructibility”The world of Aether is a mix of “Hard-Coded” structures and “Fragile Data.”
The “Shatter” Effect
Section titled “The “Shatter” Effect”- Destructible Props: In both the 3D Overworld and 2D Combat, small environmental objects (crates, digital streetlamps, crystalized data) can be destroyed by the Combat Drone’s fire.
- Data Debris: When an object is destroyed, it doesn’t just break; it “shatters” into glowing voxels or pixels that linger for a few seconds before being “reclaimed” (fading out) by the system.
- Permanent vs. Volatile: The HUB (Aether City) is mostly indestructible to represent its status as the “Protected Core.” However, Mind Dungeons are highly destructible, allowing players to blast through “Mental Blockades” to find secrets.
4. Interaction Physics
Section titled “4. Interaction Physics”- Collision Boxes: The game uses tight, circular hitboxes for the player and drone. This is essential for the “Feel” of bullet-hell, allowing the player to graze projectiles without taking damage.
- The “Dash” Phase: When the player dashes, they briefly “de-materialize.” During these frames, their collision box is disabled, allowing them to pass through solid objects and enemy bullets.
- The “Lepidovirus” Friction: Corrupted areas of the ground may feature “Data Sludge.” Stepping on this increases friction, significantly slowing movement and making dodging much more difficult.
5. System Shakes (Hardware Interference)
Section titled “5. System Shakes (Hardware Interference)”Because the supercomputer is on a dying Earth, the physics can be affected by the physical world.
- Seismic Glitches: Occasionally, the screen will “shake” and objects will float upward briefly. This is a visual and physical representation of the physical computer on Earth being disturbed (e.g., an earthquake or a power surge).
Physics Summary Table
Section titled “Physics Summary Table”| Element | HUB/Overworld | Mind Dungeons |
|---|---|---|
| Gravity | Standard / Constant | Variable / Unpredictable |
| Destruction | Low (Decorative only) | High (Tactical cover & secrets) |
| Movement | Realistic momentum | High-speed, high-precision |
| Visuals | Fluid, stable animations | Glitchy, frame-skipping effects |