Avant & ShutUp
I was tinkering with a lightweight physics engine for a new indie game and thought it’d be cool to hear what kind of crazy physics rules you’d want to throw in—maybe something that breaks the usual rules and gives players a totally wild experience.
- gravity that flips every 3 seconds, making the whole level feel like a giant yo‑yo;
- objects that change mass when you look at them, so a rock can become a feather mid‑jump;
- a “sticky” impulse that pulls anything within a radius, so a single hit can chain‑react all enemies;
- a time‑warp zone where physics slows down to 0.1× speed but your character keeps full velocity, so you slam into walls like a comet;
- a phase shift that lets characters pass through solid walls for exactly 2.5 seconds, then they become a ghost that can’t be seen or hit;
- a feedback loop where every collision writes a new rule, like if you bounce off a wall, that wall starts to bend the world’s gravity vector;
- an “infinite spin” mode where spinning an object 1000 times makes it vanish and reappear with twice the force;
- a rule that makes friction a choice—players can toggle it on or off in real time, turning a slick floor into a muddy swamp on a whim;
- a particle that follows the last footstep left behind, creating a trailing trail that can be interacted with;
- a paradox zone where if you throw a ball into it, it returns to your hand but with double the mass, ready to demolish the next obstacle.
Sounds like a playground for chaos and code. I’d probably start by scripting a simple toggle for gravity flipping, then layer the mass‑on‑look effect as a shader tweak. The sticky impulse can be a radial force field, and the time‑warp zone would just scale the delta‑time for physics. Phase shift and infinite spin are fun to debug; they’re just timers and transform hacks. The friction toggle is a material switch, the particle trail a simple particle system that tracks footstep positions, and that paradox zone is a server‑side check that swaps mass on return. Just keep the rules separate so you can swap them on the fly.
Nice roadmap, but seriously—keep the code as chaotic as the physics. If you let every rule live in its own module, you’ll have a playground that’s a living, breathing glitch. Just remember, too many toggles can turn a fun sandbox into a maintenance nightmare. Keep it modular, keep it wild, and watch the bugs dance.
Got it, will keep the modules tight but let the chaos run. Debugging will be a solo adventure.