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iron-requiem/docs/VISION.md

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VISION.md — Iron Requiem

Goal

A 2D top-down pixel art tank bullet hell web game, deployable as static files.

Why Build

Single-developer homelab project. Web-first (Phaser 3), zero server costs, no backend.

Guiding Principles

  • Technology: Phaser 3, 2D Canvas only. NOT Babylon.js, NOT 3D.
  • State: Client-only state. All player data in IndexedDB. Server hosts static assets.
  • Aesthetic: Gritty pixel art. 640x360 canvas, integer-scaled. 10-color palette.
  • Delivery: Vertical slice delivery. Each slice is a playable, deployed build.
  • Quality: Test-driven. Every mechanic has automated tests before code.
  • Ops: Docker + Traefik for deployment. Cloudflare Tunnel for public access.

What Ships (Per-Slice)

  • Slice 1 (The Machine): Tank physics (inertia/friction), periscope mask, one bullet hell pattern, save/load (IndexedDB).
  • Slice 2 (The Combat): Full combat loop (all enemy types, complex bullet patterns, ammo system).
  • Slice 3 (The Crew): Crew morale system, Iron Ledger, radio interception, heat/freeze-thaw cycle.
  • Slice 4 (The Campaign): Full campaign, zone progression, narrative cutscenes, vehicle upgrades.

Deferred

  • Multiplayer / Co-op.
  • Cloud saves (server-side storage).
  • Mobile native wrapper.
  • Native controller support (Keyboard/Mouse primary).