feat/teaser-prototype-playable-core (#1)
Co-authored-by: John Lamb <j.lamb13@gmail.com> Reviewed-on: #1
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docs/brainstorms/2026-02-01-teaser-prototype-brainstorm.md
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docs/brainstorms/2026-02-01-teaser-prototype-brainstorm.md
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date: 2026-02-01
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topic: teaser-prototype
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---
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# Teaser Prototype: Playable Game Core
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## What We're Building
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A minimal playable teaser that captures the "practiced chaos" of Neighborhood Quarterback - the Rocket League-style feeling where chaos has patterns you can learn to exploit.
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**Scope:**
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- 1v1 vs AI opponent
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- 5 identical units per side
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- Draw-routes for commanding units
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- Tag-out respawn (captured units respawn at base after delay)
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- Simple fog of war (see near your units only)
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- Backyard-style asymmetric map with houses/fences
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- First to 3 points (points for flag grab AND returning flag to base)
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## Why This Approach
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We chose **Minimal Playable Core** over polished slice or systems-first approaches because:
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1. **Validate the feel first** - The soul doc's "practiced chaos" needs playtesting to verify
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2. **Fast iteration** - Rough edges are fine if we can quickly change what matters
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3. **Avoid over-engineering** - Don't build robust systems for unvalidated design
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## Key Decisions
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- **AI opponent over multiplayer**: Simpler to build, can playtest alone, control pacing
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- **Draw routes over click-to-move**: More tactical, matches the "quarterback" command fantasy
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- **Tag-out over jail escort**: Simpler first pass; jail escort adds complexity we can add later
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- **Fog of war included**: Core to the mind game, worth the complexity
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- **5 units (not 3)**: Matches soul doc, enables interesting squad tactics
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- **All identical units**: No classes yet; focus on positioning/routes before differentiation
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- **Asymmetric map**: Thematic "backyard" feel even if harder to balance
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- **First to 3 with grab+return points**: Creates multiple scoring opportunities per round
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## What Success Looks Like
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When playing, you should see:
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- Moments where you read the AI's pattern and exploit it
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- Chaotic scrambles when plans collide
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- "Almost had it" flag runs that feel learnable
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- Fog reveal moments that create tension
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## Out of Scope (For Now)
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- Class differentiation (Sneak/Patrol/Speed)
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- Jail escort mechanics
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- Motion lights
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- Pre-phase setup (placing flag/jail)
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- Multiplayer networking
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- Polish/juice/animations
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## Open Questions for Planning
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1. **Map layout**: What's the minimum topology for interesting play? Lanes, chokepoints, shortcuts?
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2. **AI behavior**: How smart does AI need to be to create "practiced chaos"?
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3. **Route-drawing UX**: Click-drag? Waypoints? How to visualize planned route?
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4. **Fog implementation**: Tile-based? Raycast? Mesh-based reveal?
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5. **Scoring flow**: What happens after a point? Reset positions? Continuous play?
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## Next Steps
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Run `/workflows:plan` to break this down into implementation tasks.
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