Idea Scope Brief — Omega War
Skill: idea-scope-brief · Tier: document · Page: alignment/idea-scope-brief-omega-war.html · Date: 2026-06-10
research/_working/preliminary-idea-scope-brief-research.md.1. Idea Assumptions Manifest
| Field | Assumption | Source |
|---|---|---|
| Concept | Browser 3D RTS (Three.js, Kenney CC0 stand-in art) with two layers: CoH/Broken Arrow tactical battles and an EndWar-style persistent Europe campaign with Wargame:RD narrative deployments. | from prompt |
| Setting | Alternate history Operation Unthinkable (~July 1945): UK/Commonwealth, US, France, re-armed German formations vs USSR + satellites. Europe only. | from prompt |
| Problem hypothesis | This genre blend doesn't exist in the browser; Operation Unthinkable is unmined; "the game I want to play doesn't exist" (passion project). | inferred |
| Beneficiary hypothesis | Primary: the developer. Secondary: Wargame/Warno/Broken Arrow/CoH communities; alt-history fans. | inferred |
| Category guess | Single-player RTS/RTT hybrid + deck-builder + operational campaign, browser-delivered. | from prompt interview |
| Value wedge | (1) Untouched 1945–46 setting; (2) deck-as-roster fused with base building (buildings unlock deck phases — Steel Division pacing, player-driven); (3) zero-install browser; (4) persistent division evolution across campaign. | interview inferred |
| Constraints | Solo dev; greenfield empty repo; WebGL perf budget (low-hundreds of units, unproven); Kenney CC0 stand-ins from GeorgeQLe/assets-* repos (no WW2 packs — vehicles proxied); single-player sim, no netcode; Europe only. | from repo interview |
| Non-goals | Multiplayer v1; Pacific/naval; photorealism; 1:1 historical accuracy; mobile; monetization. | inferred interview |
| Riskiest unknowns | Fun hypothesis untested; base×deck integration needs a design spec; browser perf ceiling; first-slice faction pair; campaign layer entirely unspecified. | inferred |
| Market structure | No marketplace/platform/multi-sided structure apparent — single-sided product (a game for players). No Market Structure Handoff required. | inferred |
Required — Is this manifest an accurate statement of the concept?
2. Interview Log & Decisions
| # | Question | Your answer | Resolution |
|---|---|---|---|
| 1 | Central Europe alignment (Poland, Czechoslovakia, Hungary, Romania)? | "option 1, but build up to 3?" | Historical split now: Soviet satellites (Polish People's Army, Romanian/Hungarian armies) on the USSR side; western exile formations (Polish II Corps / Anders' Army, 1st Polish Armoured Div, Czechoslovak Armoured Brigade) on the Allied side. Contested swing-state events later: campaign uprisings (e.g. Home Army revolt) that flip regional contributions, layered on the same faction data in a later phase. |
| 2 | Single-player or multiplayer? | Single-player first (recommended) | Campaign + skirmish vs AI. Sim designed cleanly (ideally deterministic) so netcode could come later; no netcode built now. |
| 3 | First vertical slice? | "option 1, should we include base building?" | Tactical battle slice first: one map, deployment from a fixed deck, capture points, cover/suppression, basic AI. Base-building question spun out as Q4. |
| 4 | Base building model? | "option 3, I think we can incorporate the deck system. there is a roster of upgrades and units which require buildings, resource gathering, and unlocking to deploy them. That kinda enforces the phase system from Steel Division" | Full base building integrated with the deck: the deck defines the roster; buildings + resources + unlocks gate which deck units/upgrades can be deployed — recreating Steel Division-style phase escalation through player-driven build order. |
| 5 | Kenney asset source? | "search via gh for the kenney assets" → then "we can use kenney assets as stand in for now" | Found GeorgeQLe/assets-3d-city, assets-3d-nature, assets-3d-medieval, assets-3d-space, plus 2D/SFX/UI/font repos and a game-assets index repo (repos.json). Each has manifest.json, tags.json, LICENSES (CC0-1.0). 3d-city = 792 assets (City Kit Roads/Commercial/Suburban). Kenney has no WW2 military packs — vehicles/infantry proxied from generic kits; all art is a stand-in pending a later art pass. |
3. Proposed Deliverable — research/idea-brief.md (full text)
Summary
Omega War is a browser-based 3D real-time strategy game built on Three.js, using Kenney CC0 assets as stand-in art. Setting: alternate history, Operation Unthinkable (~July 1945) — UK/Commonwealth, US, France, and re-armed German formations versus the Soviet Union and its satellite forces, Europe only.
The game has two layers:
- Tactical layer (Company of Heroes × Broken Arrow): company-scale real-time battles with cover, suppression, and capture points. Full base building is in scope and is integrated with the deck system: the deck defines the roster a player brings to battle, while in-battle buildings, resource gathering, and unlocks gate which deck units/upgrades can actually be deployed — deliberately recreating Steel Division-style phase escalation (recon/infantry first, armor and heavy support later) through the build order.
- Strategic layer (Tom Clancy's EndWar × Wargame: Red Dragon): a persistent European theater war map where tactical outcomes move front lines, with narrative-driven unit deployments constraining which forces are available in which battles.
Meta-systems: deck-building founded on historically-flavored divisions (Warno), persistent unit upgrades/veterancy between battles (EndWar barracks), and per-unit weapon/variant loadouts (Broken Arrow).
Problem Hypothesis
- No browser-accessible game combines deck-building wargame depth (Wargame, Warno, Broken Arrow) with CoH-style tactical combat and a persistent operational campaign. The genre lives exclusively in heavyweight desktop clients.
- The Operation Unthinkable scenario is nearly untouched by major RTS titles — the genre clusters on WW2 proper and the 1980s Cold War.
- For the creator: a passion project — the problem is "the game I want to play doesn't exist."
Beneficiary Hypothesis
- Primary: the developer — passion project, no commercial pressure assumed.
- Secondary: RTS/wargame fans (Wargame/Warno/Broken Arrow/CoH communities) who want this blend in a zero-install browser game; alternate-history enthusiasts.
Product Category Guess
Single-player real-time strategy/tactics hybrid (RTS + deck-builder + operational campaign layer), browser-delivered (Three.js/WebGL).
Value Wedge
- Setting: Operation Unthinkable 1945–46 is an unmined premise with strong faction flavor (including exile formations fighting their occupied homelands).
- Mechanical hybrid: deck-as-roster fused with base building — buildings and resources unlock deck phases in-battle. Neither CoH (bases, no deck) nor Wargame/Broken Arrow (deck, no bases) does this; it reproduces Steel Division's phase pacing through player-driven build order instead of a timer.
- Distribution: zero-install browser delivery in a genre that has none.
- Persistence: divisions/decks evolve across the campaign via EndWar-style upgrades and Broken Arrow-style loadout variants.
Constraints
- Solo developer; greenfield repo (no code yet).
- Browser performance budget: Three.js/WebGL — instancing/LOD required; realistic unit ceiling per battle likely in the low hundreds, to be proven.
- Art: Kenney CC0 packs are stand-ins sourced from the user's GitHub asset mirrors (
GeorgeQLe/assets-3d-city,assets-3d-nature, etc. —manifest.jsonper repo, CC0-1.0). No WW2-specific Kenney packs exist; vehicles/infantry are proxied from generic kits until a later art pass. - Single-player architecture first; design the simulation cleanly (ideally deterministic) so multiplayer could be added later, but build no netcode now.
- Theater: Europe only.
Non-Goals
- Multiplayer/netcode (v1).
- Pacific/Asia theaters; naval combat as a core layer.
- Photorealism or milsim fidelity — stylized low-poly is the aesthetic.
- 1:1 historical simulation — "historically inspired," not accurate.
- Mobile/touch support; monetization.
Assumptions And Unknowns
Decided in interview: Central Europe historical split (swing-state events later); single-player first; tactical battle vertical slice first; full base building integrated with deck unlocks (Steel Division-like phases); Kenney stand-in art from the user's asset repos.
Open / riskiest:
- Fun hypothesis untested — the tactical slice exists to test it.
- The base-building × deck integration is novel and needs a real design spec (resource model, building tree, phase-gating rules).
- Browser performance ceiling unknown (units on screen, pathfinding cost).
- Faction pair for the first slice (suggest UK/Commonwealth vs USSR).
- Campaign-layer scope (EndWar map) is large and entirely unspecified.
ICP Readiness
Concept-level ambiguity is resolved; the idea is ready for /icp if a commercial path is ever pursued. Inputs for /icp: the secondary beneficiary hypotheses (desktop wargame communities, browser-game players, alt-history fans) and the browser-distribution wedge. However, as a stated passion project with the developer as primary beneficiary, formal ICP work may reasonably be skipped in favor of design/prototyping. Assumption to test first: the fun of the hybrid base/deck tactical loop — by building it. No marketplace/multi-sided structure apparent — single-sided product.
Next Steps
Primary: /pack recommend — personal game project, not a business app; let pack recommendation route it (business-discovery/ICP likely skippable unless commercial intent emerges).
Other options: design spec for the tactical vertical slice (combat model, deck/phase rules); Three.js performance spike (instanced units + pathfinding stress test); unit/division data schema draft (factions, divisions, units, loadouts).
4. Evidence & Confidence Register
| Claim | Evidence | Inference | Confidence | Decision impact |
|---|---|---|---|---|
| Repo is greenfield | Repo scan 2026-06-10: only .git/ and .claude/; no commits; no remote. | Everything (stack, structure, research) starts from zero. | High (observed) | Brief assumes no prior decisions to honor. |
| Kenney assets available, CC0, organized | gh api scan of GeorgeQLe: 22 asset repos; assets-3d-city manifest shows 792 assets, CC0-1.0, City Kit Roads/Commercial/Suburban; game-assets index repo. | Terrain/buildings well covered; no military vehicle/infantry packs → proxy needed. | High (observed) | Confirms "stand-in art" constraint; later art pass is a real cost. |
| Genre blend absent from browser | None gathered — light repo/context inspection only; market validation is out of scope for this skill. | Hypothesis from genre knowledge; downstream research owns verification. | Low (assumed) | Only matters if commercial intent emerges; harmless for a passion project. |
| Passion project, dev is primary beneficiary | Prompt framing ("I want…", "I love…"); no monetization or audience mentioned. | No commercial pressure; ICP optional. | Medium (inferred) | Drives the /pack recommend next-step instead of /icp. |
| Low-hundreds unit ceiling in browser | None — general WebGL experience, not measured. | Needs a perf spike to verify. | Low (assumed) | Listed as riskiest unknown; doesn't block the brief. |
| Operation Unthinkable factions (incl. exile formations) are historically grounded | General historical knowledge (Polish II Corps, 1st Polish Armoured, Czechoslovak Armoured Brigade existed under western command 1945). | The "historical split" answer is viable without inventing forces. | Medium | Faction roster flavor; verify details during unit-data design, not now. |
Source coverage gaps: no web research performed (by design — this skill is pre-research); no performance measurements; no competitive scan of browser RTS titles. Rejected alternatives recorded in §2 (interview options not chosen: all-Soviet Central Europe, multiplayer-first, campaign-map-first slice, no-base-building models, fresh kenney.nl downloads).
Required — Is this evidence sufficient for an idea-stage brief (pre-research), or should something be verified before writing it?
5. Gate: Concept Identity & Slug
Concept identity: Omega War (working title, taken from the repo directory omega-war). Normalized slug: omega-war. Single unambiguous project-level concept — no pivots, no sibling concepts surfaced, so no research/.progress.yaml product-path manifest is proposed.
Required — Keep "Omega War" / slug omega-war as the concept identity?
6. Gate: Scope & Non-Goals
In scope (v1 trajectory): tactical battle slice → deck/division systems → campaign layer; single-player; Europe; Kenney stand-in art. Out of scope: multiplayer v1, Pacific/naval, photorealism, 1:1 accuracy, mobile, monetization. Full lists in §3.
Required — Are the scope and non-goals right?
7. Gate: ICP Readiness & Post-Approval Route
The brief marks the concept ICP-ready in principle but recommends skipping formal ICP for a passion project. The skill contract requires exactly one primary next command; proposed primary is /pack recommend. This gate decides the recorded route only — nothing runs automatically.
Required — What should the brief record as the primary next step?
8. Gate: Artifact Destination & Proposed File Changes
Both decisions here are the same path question, so they are combined into one gate. On final approval the agent will:
| Action | Path |
|---|---|
| Write canonical idea brief | research/idea-brief.md (flat single-product mode) |
| Write canonical interview log | research/idea-brief-interview.md |
| Archive working packet, then remove it | docs/history/archive/2026-06-10/HHMMSS/research/_working/preliminary-idea-scope-brief-research.md |
Convert this page to confirmed | alignment/idea-scope-brief-omega-war.html (prior version archived first) |
| No manifest | research/.progress.yaml not created (single concept, no product paths) |
No other files are touched. No specs, no tasks, no code.
Required — Approve these destinations and this exact change set?
9. Gate: Coverage Checkpoint
Everything the interview surfaced is resolved or explicitly parked: setting and factions (incl. Central Europe), layer structure, base-building × deck design intent, slice order, platform/architecture posture, art source, non-goals. Remaining unknowns are deliberately deferred to design/prototyping and are listed in §3 "Assumptions And Unknowns". Checkpoint confirmation here is not final approval — only the compiled YAML below authorizes canonical writes.
Required — Is any core premise, constraint, or non-goal wrong or missing?
10. Compile & Approve
Send feedback-only YAML any time (even with unanswered questions) to request revisions, or answer every required question and send the final compiled YAML to approve canonical writes.
Generated by the idea-scope-brief skill · review lifecycle state · single concept, no product-path manifest.