Visual System
1. Visual Style: “The Fractured Simulation”
Section titled “1. Visual Style: “The Fractured Simulation””The game uses a Hybrid HD2D aesthetic. This combines high-resolution 3D environments with 16-bit, handcrafted pixel art characters and effects.
- The Reason: This style represents the “Artificial Paradise.” The 3D elements (lighting, depth, water) feel lush and “modern,” while the pixel art characters remind the player that they are ultimately just bits of code in a machine.
- Rendering: We use Cell-Shading on 3D objects to help them blend seamlessly with the 2D sprites. This creates a “Pop-up Book” effect where the world feels tangible but clearly manufactured.
2. Player Camera: “The Sentinel Eye”
Section titled “2. Player Camera: “The Sentinel Eye””The camera behaves differently depending on the “Operational Mode” of the AI.
Exploration Mode (3D Overworld)
Section titled “Exploration Mode (3D Overworld)”- Perspective: A fixed Isometric / High-Angle camera.
- Behavior: The camera has a “lazy follow” feel with soft damping. It allows the player to see the depth of the HD2D environment, catching the light glinting off digital surfaces.
- Auto-Zoom: When approaching an NPC for dialogue, the camera zooms in slightly and applies a “Depth of Field” blur to the background to focus on the pixel art portraits.
Combat Mode (2D Arenas)
Section titled “Combat Mode (2D Arenas)”- Perspective: The camera snaps to a Pure Top-Down view.
- Behavior: The perspective “flattens.” All 3D tilt is removed to ensure that the player can judge distances between bullets with 100% accuracy.
- Dynamic Shaking: The camera reacts to “High Heat” and “Impacts.” Taking damage causes a “Digital Jitter” where the camera frame physically offsets and flickers, mimicking a GPU failure.
3. Landscape: “The Bio-Digital Frontier”
Section titled “3. Landscape: “The Bio-Digital Frontier””The landscapes are designed to show the “Infection” of the world.
- Sector Architecture: * The HUB: Pristine, white-and-gold architecture mixed with lush, “perfect” green gardens.
- The Wilds: Overgrown 3D forests where the trees occasionally “pixelate” at the edges.
- The Dungeons: Abstract landscapes where the floor might be made of scrolling code or floating memory tiles.
- Verticality (Visual only): Since there is no jumping, the landscape uses “Visual Heights.” You might see a massive 3D drop-off or a mountain range in the background to give a sense of scale, but the walkable path is always a flat, navigable plane.
Visual Summary Table
Section titled “Visual Summary Table”| Element | Exploration Style | Combat Style |
|---|---|---|
| Dimension | Hybrid 3D/2D | Flat 2D |
| Lighting | Dynamic, soft, warm | High-contrast, neon-focused |
| Camera | Isometric (Follow) | Top-Down (Locked/Centered) |
| Atmosphere | Scenic and Melancholic | Chaotic and Glitched |
Technical “Glitch” System
Section titled “Technical “Glitch” System”The visual system includes a “Corruption Overlay.” When the player is in high-difficulty areas, we apply:
- Chromatic Aberration: Colors “bleed” at the edges of the screen.
- Scanlines: A subtle CRT filter to make the world feel like a monitor.
- Sprite Trailing: The Humanoid AI leaves “ghost” pixels behind when moving at top speed.