Obliterate EarthAI · Claude 3.5
Game information
AI generation prompt
Core Game Loop and Mechanics
Obliterate Earth is a physics-based destruction game where players systematically destroy a rotating planet by launching weapons from orbit. The core gameplay loop consists of:
- Weapon Selection: Player chooses between three weapon types (Missile, Nuke, Asteroid)
- Weapon Launch: Player taps/clicks anywhere on screen to spawn the selected weapon at a fixed orbital distance
- Weapon Flight: Weapon locks onto Earth's current center of mass and travels toward it
- Impact & Destruction: Weapon explodes on contact, carving out a circular chunk of the planet
- Mass Recalculation: Planet's center of mass instantly recalculates, shifting its rotation pivot
- Victory: When planet mass drops below 1%, trigger epic destruction sequence
What makes it compelling:
- Satisfying visual feedback with each impact (explosions, particles, screen shake)
- Strategic weapon choice based on desired destruction pattern
- Dynamic physics where the planet's behavior changes as you destroy it
- Clear progression indicator (mass percentage) driving toward victory
- Immediate, visceral destruction with no waiting or resource management
Starting Scope
First Implementation (Minimal Viable Product):
- Single rotating Earth in center of screen
- Three weapon types with distinct properties (size, speed, explosion radius)
- Weapon selection UI at bottom of screen
- Click/tap to spawn weapons at orbital distance
- Collision detection and circular explosion masking
- Real-time center of mass recalculation
- Mass percentage display
- Basic particle effects on impact
- Screen shake on explosions
- Victory condition at <1% mass remaining
- Victory screen with restart button
Future Enhancements (Post-Launch):
- Multiple planets/celestial bodies with different properties
- Weapon upgrades or modifications
- Combo system for rapid successive hits
- Score tracking and leaderboards
- Sound effects and background music
- More elaborate particle systems
- Weapon trails and visual effects
- Different planet textures/themes
- Challenge modes (time limits, weapon limits)
Game Perspective
Fixed-screen perspective with a centered, rotating planet. The camera is stationary, viewing the planet from a 2D orthogonal angle. All action takes place on a single screen with no scrolling. The planet rotates in place while weapons approach from the edges.
Game World and Level Design
Single Level Design:
The game takes place in deep space with a starfield background. At the center of the screen sits Earth - a circular planet with recognizable continents and oceans rendered procedurally.
Planet Specifications:
- Initial size: 200px diameter circle
- Starting appearance: Blue oceans with green/brown landmasses
- Rotation speed: 0.01 radians per frame (slow, visible rotation)
- Position: Screen center initially, shifts as mass changes
Orbital Zone:
- Weapons spawn at 300px radius from current screen center
- Spawn position determined by click/tap location angle
- Creates a clear "orbital bombardment" feel
Space Environment:
- Dark background (#0a0a15 or similar)
- Subtle animated starfield for depth
- No obstacles or other celestial bodies in first version
Technical Implementation:
- Hidden canvas (400x400px) stores unrotated planet pixel data
- Visible canvas renders rotated planet with proper center-of-mass offset
- All collision detection happens in local space on hidden canvas
- Explosions use destination-out blending to carve transparent holes
Edit Mode Design
Editable Properties:
Weapon Properties (per weapon type):
- Explosion radius (10-100px range)
- Movement speed (1-10 pixels per frame)
- Visual size multiplier (0.5-2.0x)
- Particle count on impact (10-50 particles)
- Screen shake intensity (0-20 pixels)
Planet Properties:
- Initial size (100-300px diameter)
- Rotation speed (0.001-0.05 radians per frame)
- Starting color scheme (ocean color, land color)
- Victory threshold (0.5%-5% mass remaining)
Gameplay Properties:
- Weapon spawn distance (200-500px from center)
- Particle lifetime (0.5-3 seconds)
- Screen shake duration (100-500ms)
Visual Properties:
- Background color
- Star density (0-200 stars)
- UI color scheme
Constraints:
- Explosion radius must be at least 5px (prevent invisible impacts)
- Planet size must be at least 50px (ensure playability)
- Rotation speed capped to prevent disorienting motion
- Victory threshold minimum 0.1% (ensure game can be won)
- Weapon speed minimum 0.5 (ensure weapons reach planet)
Edit Mode Interface: Simple property panel that appears when toggling edit mode, with sliders and color pickers for each editable value. Changes apply immediately to demonstrate effect.
Control Design
Mobile (Touch) Controls:
- Weapon Selection: Tap one of three weapon buttons in bottom UI panel
- Weapon Launch: Tap anywhere on screen (outside UI area) to spawn selected weapon at that angle from planet center
- Restart: Tap restart button on victory screen
Desktop (Mouse/Keyboard) Controls:
- Weapon Selection: Click one of three weapon buttons in bottom UI panel, OR press keys 1, 2, 3 to select Missile, Nuke, Asteroid respectively
- Weapon Launch: Click anywhere on screen (outside UI area) to spawn selected weapon
- Restart: Click restart button on victory screen, OR press R key
Control Implementation Details:
- Track mouse/touch position to determine spawn angle
- Calculate spawn position:
angle = atan2(mouseY - centerY, mouseX - centerX), thenspawnX = centerX + cos(angle) * spawnRadius - Prevent weapon spawning when clicking UI elements
- Visual feedback: highlight selected weapon button
- No complex input schemes needed - simple point-and-click/tap interface
- Clear input state on window blur to prevent stuck states
Art Style and Visual Theme
Overall Style: Dark sci-fi arcade aesthetic with a retro-modern fusion. Clean geometric shapes with glowing accents and particle effects. Emphasis on satisfying destruction visuals.
Color Palette:
- Space Background: Deep navy/black (#0a0a15, #050510)
- Stars: White with subtle twinkle (#ffffff, 50-80% opacity)
- Earth Ocean: Rich blue (#2b5f9e, #1a4d7a)
- Earth Land: Green/brown continents (#3a7d44, #8b6f47)
- UI Elements: Cyan/electric blue accents (#00d9ff, #0099cc)
- Explosions: Orange-yellow-white gradient (#ff6600 → #ffcc00 → #ffffff)
- Particles: Bright orange/yellow with glow (#ff8800, #ffdd00)
Asset Approach:
- Planet: Procedurally generated on hidden canvas (code-rendered continents using Perlin-like noise or random blob shapes)
- Weapons: Simple geometric shapes rendered with code (circles/ovals with gradient fills)
- UI: CSS-styled buttons and text with sci-fi font
- Particles: Code-rendered circles with radial gradients
- Explosions: Code-rendered expanding circles with alpha fade
- Background: Code-rendered starfield with random positioned dots
Visual Consistency:
- All elements use smooth gradients and glowing effects
- Consistent line weights for UI elements (2-3px)
- Unified color temperature (cool blues for UI, warm oranges for destruction)
- Minimalist geometric approach throughout
Technical Rendering:
- Use Canvas API for all game rendering
- CSS for UI overlay styling
- Radial gradients for glows and depth
- Alpha blending for particle effects
- Screen shake via canvas transform
No generated assets needed - entire game can be rendered with Canvas API and CSS, keeping file size minimal and ensuring instant loading.