Also itemize the coast-path preview as a navigation computer behavior. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
4.8 KiB
Three Gates: Shipping Scope
Date: 2026-09-11
Aetheria ships as a short rogue-lite run on the existing Unity game: start at the Entrance, fight through three boss chokepoints, reach the Exit. Everything the player earns comes from what they destroy. More systems come after this ships, one at a time.
Core loop
Fight -> loot -> sell and refit at stations -> push to the next gate.
Work, in order
- Run structure. Death deletes the saved run (
ActionGameManager.Diecurrently leavesPlayerSettings.SavedRunintact). Reaching the Exit shows a win screen. Credits persist in the save instead of the hardcoded 15M onActionGameManager. - Bosses as gates.
Galaxy.PlaceFactionsMainalready puts boss zones on Entrance-to-Exit chokepoints andSavedGame.BossZonesstores them.ZoneGeneratorspawns the factionBossHullwith an authored loadout in its boss zone; wormholes out of that zone stay locked until the boss dies. Difficulty scales per section. - Reason to fight. Kills already drop gear and cargo
(
EntityInstance.cs). Add Sell and Repair to station services (TradeMenuis buy-only; no repair exists). - Fire control owns hits. Manual aiming goes away. The player (and AI)
targets an item on the enemy schematic; a fire control system in
ServerSharedresolves where shots land, making the existing damage localization matter. See below. - Navigation planner. Replaces steering for agent movement. See below.
- Minimal narrative. One Ink beat per boss (pre-fight hail, aftermath),
played through the existing
LocalMenuInk player. Story placement (StoryProcessor, commented out atGalaxy.cs:239) stays off.
Items 3 and 6 can land wherever there is room; 1 and 2 come first.
Fire control
Aiming in space is not fun, and no human aims well enough for the schematic damage model (armor -> item -> hull per cell) to matter. Fire control moves skill from aim to decisions: which subsystem to hit, when to commit fire against heat and visibility budgets, what each weapon group is for. Player and AI share it, so AI accuracy is no longer superhuman by construction.
- Owner: fire control in
ServerShared. Decides hit, cell, and damage. - Inputs: target and selected item, sensor/detection quality, range, target deviation from the predicted intercept, lock time.
- Outputs: schematic hits applied by
DamageSchematic, which moves fromGameplay/EntityInstance.csintoEntity. - Demoted: the seven Unity weapon effects (
Projectile,GuidedProjectile,Laser,ConstantLaser,HitscanEffect,Lightning,ConstantLightning) andHullColliderbecome presentation only. TheirPhysics.*queries no longer decide damage. - Projectiles still fly toward the predicted intercept; the hit is resolved on arrival against how far the target deviated, so maneuvering is evasion.
- Deferred Unity-physics surfaces: ship collision (
HullCollider), loot pickup (ShieldManager),TractorBeam,Mine. Not blockers.
Invariant: game simulation runs independently of Unity. ServerShared
enforces this at compile time (Aetheria.Shared.Unity.asmdef sets
noEngineReferences), but Unity-owned hit resolution breaks it behaviorally:
the simulation compiles without Unity yet cannot resolve combat without it.
That was a velocity compromise. Moving hit authority into fire control
restores the invariant, and lets the planner and a balance harness simulate
combat.
Navigation planner
Everything is a gravity well, and steering cannot navigate one. Escaping a
well means pumping energy: rocking (the classic mountain-car problem) or
thrusting tangentially to spiral out. Stealthy movement means riding terrain
and thrusting rarely; thrust adds visibility (Behaviors/Thruster.cs:83).
Approach: sampling-based model-predictive control (MPPI-style). Each agent
rolls out candidate thrust sequences over a cheap model of the real dynamics
(thrust, Zone.GetHeight slope, drag from Ship.cs) and follows the best.
Cost = goal progress + thrust x visibility + threat exposure + heat. Rocking,
tangential escape, and surfing emerge from one cost; personality is cost
weights.
The player's predicted coast path is an itemized capability: a navigation computer behavior that runs the same rollout model and draws the result. Without the item, surfing is learned by feel.
Open risks: drag may bleed too much energy for surfing to work; the height field is time-varying (gas giant ripples, moving bodies), so rollouts must sample it at future times. Loadout quality scales by section rather than biasing toward the largest items.
Out of scope for now
Economy simulation, hauling, mining yield, crafting/blueprints, reputation
changes, story placement, multiplayer and Economy.Server, a headless
server deployment, and the CultMesh/daemon rebuild (parked in
F:\Projects\AetheriaEve).