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ai-coding-workflow-labs/oh-my-claudecode/DESIGN.md
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tiennm99 454ad11b6b feat: add OMC Neon Arena webgame demo
Browser arcade survival shooter built to showcase oh-my-claudecode
multi-agent orchestration: engine, gameplay, UI, and docs delivered
in parallel by specialist workers with dependency-gated task graph.
2026-04-19 09:27:32 +07:00

48 lines
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# OMC Neon Arena — Design Document
## Concept
A top-down arcade survival shooter rendered on HTML5 canvas. The player controls a glowing "agent" orb, surviving endless waves of enemy "bugs." Built as a demo for **oh-my-claudecode** multi-agent orchestration — each subsystem was authored by a specialized teammate.
## Tech Stack
- **No build step.** Pure HTML + CSS + vanilla JS (ES modules).
- Canvas 2D for rendering, Web Audio API for procedural SFX, `localStorage` for high-score persistence.
- Served directly — open `index.html` in a browser or use a static server.
## File Layout (target)
```
index.html Entry HTML, canvas, HUD DOM
styles/main.css Neon theme, HUD, overlays, responsive
src/main.js Bootstraps engine, game, UI
src/engine/loop.js Fixed-timestep game loop
src/engine/input.js Keyboard + pointer input
src/engine/entity.js Entity / component base
src/game/player.js Player movement, shooting, health
src/game/enemy.js Enemy types + AI
src/game/waves.js Wave spawner, difficulty curve
src/game/bullet.js Projectiles
src/game/particles.js Particle FX
src/game/audio.js Procedural Web Audio SFX
src/ui/hud.js Score, health, wave
src/ui/menu.js Start, pause, game-over overlays
src/ui/highscore.js localStorage high-score
README.md Project-level intro
```
## Gameplay
- **Controls:** WASD/arrows move, mouse aim, click/space shoot, P pause.
- **Waves:** Increasing enemy counts and speeds. Three enemy types: chaser (fast/weak), bruiser (slow/tanky), splitter (splits on death).
- **Scoring:** Per-kill points scaled by wave. Combo multiplier when kills chain within 2s.
- **Death:** Overlay with score, best score, restart.
## Visual Language
- Dark background with subtle grid.
- Neon cyan/magenta/yellow palette; glow via `shadowBlur`.
- Screen shake on hits, particles on explosions.
## Task Decomposition
1. Scaffold + engine core (index.html, engine loop, input, entities).
2. Gameplay: player, enemies, bullets, waves, collisions.
3. UI/HUD: CSS theme, HUD overlay, menu/pause/game-over screens.
4. Audio + particles polish.
5. README with a "built with OMC" section.