Idea Scope Brief — Omega War

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

alignment_status: confirmed — 2026-06-10
Confirmed artifacts: research/idea-brief.md, research/idea-brief-interview.md
Approval 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)

FieldAssumptionSource
ConceptBrowser-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
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, 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
ConstraintsSolo 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-goalsMultiplayer v1; Pacific; naval tactical combat (warships/aircraft DO exist as strategic-map assets); photorealism; 1:1 accuracy; mobile; monetization.inferred approval
Riskiest unknownsFun 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 structureSingle-sided product (a game for players) — no Market Structure Handoff required.inferred

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 that flip regional contributions, layered on the same faction data.
2Single-player or multiplayer?Single-player firstCampaign + skirmish vs AI. Sim designed cleanly (ideally deterministic) so netcode could come later; none 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.
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: deck defines roster; buildings + resources + unlocks gate deployment — Steel Division-style phase escalation via build order.
5Kenney 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.
6Post-approval: coverage gap — what was missing?Audio/music scopeAudio 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-*.
7Post-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:

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

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.

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 war map via EndWar-style upgrades and Broken Arrow-style loadout variants.

Constraints

Non-Goals

Assumptions And Unknowns

Decided in interview/approval:

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. 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

ClaimEvidenceInferenceConfidenceDecision impact
Repo is greenfieldRepo 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, organizedgh 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 browserNone 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 beneficiaryPrompt framing; no monetization/audience mentioned.No commercial pressure; ICP optional.Medium (inferred)Drives /pack recommend next step.
Low-hundreds unit ceiling in browserNone — not measured.Needs a perf spike; now also decides browser vs desktop wrapper.Low (assumed)Riskiest technical unknown.
Operation Unthinkable factions historically groundedGeneral historical knowledge (Polish II Corps, 1st Polish Armoured, Czechoslovak Armoured Brigade under western command 1945)."Historical split" viable without inventing forces.MediumVerify 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)

Assumptions manifest: "Mostly accurate — apply my notes" — notes: willing to explore desktop if web can't handle perf, up to "a video game optimized chromium if needed." → Applied as platform-fallback constraint.
Evidence coverage: "Sufficient for idea stage."
Concept identity & slug: "Keep Omega War / omega-war."
Scope & non-goals: "Approve scope and non-goals."
Post-approval route: /pack recommend — notes: "we have a game development specific skills pack."
Artifact destination & file changes: "Approve flat-mode destinations and change set" — research/idea-brief.md, research/idea-brief-interview.md; working packet archived and removed; no research/.progress.yaml (single concept).
Coverage checkpoint: "Something missing — see notes" (notes absent) → resolved by follow-up: audio/music scope, now incorporated.

6. What Changed During Confirmation

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.