Idea Scope Brief — Omega War
Skill: idea-scope-brief · Tier: document · Page: alignment/idea-scope-brief-omega-war.html
Confirmed artifacts:
research/idea-brief.md, research/idea-brief-interview.mdApproval source: final compiled YAML (all 7 gates answered) + two post-approval resolutions: coverage gap = audio/music scope; strategic-layer sharpening = formation-token maneuver on the war map (companies/battalions, aircraft, ships).
Archives: review-state pages and working packet under
docs/history/archive/2026-06-10/010609/ and docs/history/archive/2026-06-10/011225/.This page is finished and current for the completed alignment cycle, but remains amendable: later research may amend it only by archiving this confirmed page first and highlighting what changed. Confirmed means approved/current, not immutable or permanently true — research caveats below remain live.
1. Idea Assumptions Manifest (as approved)
| Field | Assumption | Source |
|---|---|---|
| Concept | Browser-first 3D RTS (Three.js, Kenney CC0 stand-in art) with two layers: CoH/Broken Arrow tactical battles and an EndWar/Wargame:RD persistent Europe campaign where the player maneuvers formation tokens (companies/battalions, air squadrons, naval groups). | from prompt approval |
| 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, desktop wrapper as accepted fallback. | interview approval |
| 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 the campaign war map. | interview inferred |
| Constraints | Solo dev; greenfield repo; browser-first with desktop fallback (Electron/Tauri up to game-optimized Chromium) if web perf falls short; Kenney CC0 stand-ins from GeorgeQLe/assets-* repos (no WW2 packs — vehicles proxied); audio in scope from slice 1 (SFX/ambient; music/voice later); single-player sim, no netcode; Europe only. | from repo interview approval |
| Non-goals | Multiplayer v1; Pacific; naval tactical combat (warships/aircraft DO exist as strategic-map assets); photorealism; 1:1 accuracy; mobile; monetization. | inferred approval |
| Riskiest unknowns | Fun hypothesis untested; base×deck integration needs a design spec; browser perf ceiling (decides browser vs desktop wrapper); first-slice faction pair; campaign-layer design pass needed. | inferred |
| Market structure | Single-sided product (a game for players) — no Market Structure Handoff required. | inferred |
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 that flip regional contributions, layered on the same faction data. |
| 2 | Single-player or multiplayer? | Single-player first | Campaign + skirmish vs AI. Sim designed cleanly (ideally deterministic) so netcode could come later; none 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. |
| 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: deck defines roster; buildings + resources + unlocks gate deployment — Steel Division-style phase escalation via build order. |
| 5 | Kenney asset source? | "search via gh" → "we can use kenney assets as stand in for now" | Found 22 GeorgeQLe/assets-* repos (3D city ×792/nature/medieval/space, 2D, fonts, music, SFX combat/ambient/ui/voice, UI, VFX; game-assets index). CC0-1.0, per-repo manifests. No WW2 packs — vehicles proxied; all art stand-in. |
| 6 | Post-approval: coverage gap — what was missing? | Audio/music scope | Audio in scope from slice 1: combat SFX, UI feedback, ambient loops (Web Audio / Three.js audio); menu/campaign music and voice lines later; stand-ins from assets-music + assets-sfx-*. |
| 7 | Post-approval: "what happened to the overall European war map?" / "where we move companies or battalions around on the map like tom clancy end war or war game red dragon. aircraft, ships, etc" | (clarification) | War map confirmed as a core pillar, sequenced after the tactical slice. Sharpened to formation-token maneuver: player moves companies/battalions, air squadrons, naval groups; front lines emerge from formation positions; collisions trigger tactical battles or auto-resolve; aircraft/ships act at the strategic layer (strike, interdiction, transport, shore support) while tactical battles stay land-focused. |
3. Confirmed Deliverable — research/idea-brief.md (full text)
Summary
Omega War is a browser-first 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 is built on two equally load-bearing 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 overall European theater war map on which the player maneuvers formation tokens — companies/battalions, air squadrons, and naval groups — EndWar/Wargame:RD-campaign style. Front lines emerge from where formations actually stand, not from abstract region flips. When opposing formations collide, the engagement is fought as a tactical battle (or auto-resolved); outcomes feed back into the map. Narrative-driven deployments (Wargame: Red Dragon style) constrain which forces are available in which sectors; divisions persist and evolve across the campaign. Aircraft and ships exist as strategic-map assets (strike, interdiction, transport, shore support) even though tactical battles stay land-focused. This layer is core to the concept — it is sequenced after the tactical vertical slice, not cut.
Meta-systems spanning both layers: deck-building founded on historically-flavored divisions (Warno), persistent unit upgrades/veterancy between battles (EndWar barracks), and per-unit weapon/variant loadouts (Broken Arrow).
Audio is in scope from the first slice at a basic level — combat SFX, UI feedback, ambient loops — with menu/campaign music and unit voice lines later.
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), with a desktop wrapper as an accepted fallback if browser performance falls short.
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 war map via EndWar-style upgrades and Broken Arrow-style loadout variants.
Constraints
- Solo developer; greenfield repo (no code yet).
- Platform: browser-first (Three.js/WebGL) — instancing/LOD required; unit ceiling per battle to be proven. If web performance proves insufficient, desktop distribution is an acceptable fallback — an Electron/Tauri wrapper, up to a game-optimized Chromium build if needed. The Three.js codebase carries over either way, so this is a packaging decision, not a rewrite.
- 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. - Audio: in scope from the first slice at a basic level — combat SFX, UI feedback, ambient loops — via Web Audio (Three.js audio). Menu/campaign music and unit voice lines come later. Stand-in audio sourced from
assets-music,assets-sfx-combat,assets-sfx-ambient,assets-sfx-ui,assets-sfx-voice. - 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 tactical layer — warships and aircraft exist as maneuverable assets on the strategic war map (transport, interdiction, strike, shore support, abstracted or auto-resolved), but ship-to-ship tactical battles are not in v1.
- 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/approval:
- Central Europe: historical split — satellites on the USSR side, exile formations on the Allied side; contested swing-state events as a later campaign feature.
- Single-player first.
- First vertical slice: one tactical battle (deck deployment, capture points, cover/suppression, base building, basic AI). The European war map / campaign layer is the second major milestone after the slice proves the tactical loop.
- Base building: full CoH-style, integrated with deck unlocks (Steel Division-like phases).
- Art and audio: Kenney/CC0 stand-ins from the user's asset repos.
- Platform: browser-first with desktop fallback accepted.
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); the perf spike decides browser-only vs desktop-wrapper distribution.
- Faction pair for the first slice (suggest UK/Commonwealth vs USSR).
- Campaign-layer (European war map) scope is large and needs its own design pass: map representation (regions vs provinces vs node graph vs free movement), formation-token granularity (company vs battalion), real-time vs turn-based map pacing, collision→battle handoff and auto-resolve rules, air/naval mission mechanics, narrative deployment events, persistence/upgrade economy.
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. 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 — single-sided product.
Next Steps
Primary: /pack recommend — personal game project; per the user, a game-development-specific skills pack exists and is the expected routing target.
Other options: design spec for the tactical vertical slice (combat model, deck/phase rules, base-building × deck integration); Three.js performance spike (instanced units + pathfinding — decides browser vs desktop wrapper); unit/division data schema draft (factions, divisions, units, loadouts — shared by the tactical layer, deck builder, and campaign war map).
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 starts from zero. | High (observed) | No prior decisions to honor. |
| Kenney assets available, CC0, organized | gh api scan of GeorgeQLe: 22 asset repos incl. music + 4 SFX repos; assets-3d-city manifest: 792 assets, CC0-1.0. | Terrain/buildings/audio covered; no military packs → proxy needed. | High (observed) | Confirms stand-in constraint; later art pass is a real cost. |
| Genre blend absent from browser | None gathered — market validation out of scope for this skill. | Hypothesis from genre knowledge; downstream research owns verification. | Low (assumed) | Only matters if commercial intent emerges. |
| Passion project, dev is primary beneficiary | Prompt framing; no monetization/audience mentioned. | No commercial pressure; ICP optional. | Medium (inferred) | Drives /pack recommend next step. |
| Low-hundreds unit ceiling in browser | None — not measured. | Needs a perf spike; now also decides browser vs desktop wrapper. | Low (assumed) | Riskiest technical unknown. |
| Operation Unthinkable factions historically grounded | General historical knowledge (Polish II Corps, 1st Polish Armoured, Czechoslovak Armoured Brigade under western command 1945). | "Historical split" viable without inventing forces. | Medium | Verify details during unit-data design. |
Source coverage gaps (still live): no web research; no performance measurements; no competitive scan of browser RTS titles. Options considered and not chosen are listed in §2 and in research/idea-brief-interview.md.
5. Gate Decisions (read-only approval record)
/pack recommend — notes: "we have a game development specific skills pack."research/idea-brief.md, research/idea-brief-interview.md; working packet archived and removed; no research/.progress.yaml (single concept).6. What Changed During Confirmation
- Platform: browser-only → browser-first with desktop fallback (Electron/Tauri wrapper up to game-optimized Chromium). From manifest-gate notes.
- Next-step note: game-development skills pack recorded as the expected
/pack recommendtarget. From route-gate notes. - Audio scope added: SFX/ambient from slice 1, music/voice later, sourced from
assets-music+assets-sfx-*. Resolves the coverage-checkpoint gap. - Strategic layer sharpened: formation-token maneuver (companies/battalions, air squadrons, naval groups) on the war map; emergent front lines; collision→battle handoff; air/naval as strategic assets; naval non-goal narrowed to tactical naval combat only. From user clarification during finalization.
7. Final Compiled YAML (as received, 2026-06-10)
alignment_page: alignment/idea-scope-brief-omega-war.html
approval_status: ready-for-agent-review
answers:
- section: "Idea Assumptions Manifest"
gate_type: "assumptions/confidence"
status: answered
answer: "Mostly accurate — apply my notes"
notes: "I'm willing to explore desktop if web can't handle the perf. Heck, we can also build a video game optimized chromium if needed."
- section: "Evidence and Confidence Register"
gate_type: "evidence coverage"
status: answered
answer: "Sufficient for idea stage"
- section: "Concept Identity and Slug"
gate_type: "candidate/verdict decisions"
status: answered
answer: "Keep Omega War / omega-war"
- section: "Scope and Non-Goals"
gate_type: "scope/non-goals"
status: answered
answer: "Approve scope and non-goals"
- section: "ICP Readiness and Post-Approval Route"
gate_type: "post-approval route"
status: answered
answer: "/pack recommend"
notes: "we have a game development specific skills pack"
- section: "Artifact Destination and Proposed File Changes"
gate_type: "artifact destination"
status: answered
answer: "Approve flat-mode destinations and change set"
target_path: "research/idea-brief.md"
- section: "Coverage Checkpoint"
gate_type: "coverage checkpoint"
status: answered
answer: "Something missing — see notes"
# Post-approval resolutions (recorded by agent):
# coverage gap = audio/music scope (user follow-up answer)
# strategic-layer clarification = formation-token maneuver incl. aircraft/ships
Generated by the idea-scope-brief skill · confirmed 2026-06-10 · amendable via archive-first revision.