Idea Scope Brief — Omega War

Skill: idea-scope-brief · Tier: document · Page: alignment/idea-scope-brief-omega-war.html · Date: 2026-06-10

alignment_status: review (revision 2, 2026-06-10) — Final compiled YAML was received approving all gates, with one requested edit and one unresolved item. Applied (highlighted below): platform posture changed from browser-only to browser-first with desktop fallback (Electron/Tauri wrapper, up to a game-optimized Chromium build); next-step note that a game-development skills pack is the expected /pack recommend target. Unresolved: the Coverage Checkpoint answer was "Something missing — see notes" but no notes were included — awaiting that detail before the page can be confirmed and canonical files written. Working packet: research/_working/preliminary-idea-scope-brief-research.md. Prior page archived at docs/history/archive/2026-06-10/010609/alignment/.

1. Idea Assumptions Manifest

FieldAssumptionSource
ConceptBrowser 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
SettingAlternate history Operation Unthinkable (~July 1945): UK/Commonwealth, US, France, re-armed German formations vs USSR + satellites. Europe only.from prompt
Problem hypothesisThis 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 hypothesisPrimary: the developer. Secondary: Wargame/Warno/Broken Arrow/CoH communities; alt-history fans.inferred
Category guessSingle-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
ConstraintsSolo dev; greenfield empty repo; browser-first (Three.js/WebGL) with desktop fallback accepted — Electron/Tauri wrapper up to a game-optimized Chromium build — if web perf falls short (rev 2, from approval notes); Kenney CC0 stand-ins from GeorgeQLe/assets-* repos (no WW2 packs — vehicles proxied); single-player sim, no netcode; Europe only.from repo interview approval notes
Non-goalsMultiplayer v1; Pacific/naval; photorealism; 1:1 historical accuracy; mobile; monetization.inferred interview
Riskiest unknownsFun hypothesis untested; base×deck integration needs a design spec; browser perf ceiling; first-slice faction pair; campaign layer entirely unspecified.inferred
Market structureNo 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

#QuestionYour answerResolution
1Central 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.
2Single-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.
3First 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.
4Base 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.
5Kenney 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:

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

Beneficiary Hypothesis

Product Category Guess

Single-player real-time strategy/tactics hybrid (RTS + deck-builder + operational campaign layer), browser-delivered (Three.js/WebGL), with a desktop wrapper as an accepted fallback if browser performance falls short (rev 2).

Value Wedge

  1. Setting: Operation Unthinkable 1945–46 is an unmined premise with strong faction flavor (including exile formations fighting their occupied homelands).
  2. 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.
  3. Distribution: zero-install browser delivery in a genre that has none.
  4. Persistence: divisions/decks evolve across the campaign via EndWar-style upgrades and Broken Arrow-style loadout variants.

Constraints

Non-Goals

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:

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; per the user, a game-development-specific skills pack exists and is the expected routing target (rev 2) (business-discovery/ICP 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

ClaimEvidenceInferenceConfidenceDecision impact
Repo is greenfieldRepo 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, organizedgh 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 browserNone 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 beneficiaryPrompt 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 browserNone — 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 groundedGeneral 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.MediumFaction 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:

ActionPath
Write canonical idea briefresearch/idea-brief.md (flat single-product mode)
Write canonical interview logresearch/idea-brief-interview.md
Archive working packet, then remove itdocs/history/archive/2026-06-10/HHMMSS/research/_working/preliminary-idea-scope-brief-research.md
Convert this page to confirmedalignment/idea-scope-brief-omega-war.html (prior version archived first)
No manifestresearch/.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.