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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

2.1 KiB

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.