Tactical Vector

Someone once referred to us as "Riced out defense LARPers straight out of Sunbow." We did not correct them.

Petra Novak
Petra Novak
Mina Park
Mina Park
Steve "Snake" Johnson
Steve "Snake" Johnson
Cole Mercer
Cole Mercer
Anika Rao
Anika Rao
Owen Vale
Owen Vale

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## Hook In the contested strait of Severed Trident, the kill-chain frays at dusk. You command a layered air-defense network whose sensor-to-shooter latency determines whether th...

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## Hook In the contested strait of Severed Trident, the kill-chain frays at dusk. You command a layered air-defense network whose sensor-to-shooter latency determines whether the track-picture holds or fragments into blizzard. This is not a sim — it's a declassified brief from a war that hasn't happened yet.

## Experience Goal The player feels like a Soviet-era parade commander hunched over a SIM-BOX terminal: every radar sweep is low brass and snare, every intercept order a stenciled cipher. The goal is to sustain track-picture integrity under threat matrix pressure, rewriting kill-chain geometry before the dusk deadline.

## Core Interaction Loop 1. **Radar Sweep** — Scans 360° in wireframe, painting detected contacts onto the C2 ontology. 2. **Threat Matrix Update** — Contacts are classified by altitude, IFF, and behavior; the player ranks them in a declassified brief sidebar. 3. **Intercept Order** — The player draws a kill-chain geometry (intercept arc, weapon type, shoot-to-kill threshold) linking a sensor node to a shooter node. 4. **Damage Assessment** — After the intercept, the track-picture integrity score updates; the loop tightens with each new sweep.

## Scope and Constraints

  • 2D top-down wireframe only — no terrain, no 3D geometry.
  • One active theater (Severed Trident strait) with up to six simultaneous contacts.
  • No unit movement or physics; all interaction is through the C2 ontology and intercept geometry.
  • No networking; single-player terminal session.
  • All visual and audio assets must fit within a single 800x600 window (ship bar usable).

## Visual Direction Black-paper background with yellow-belt unit stripe along the bottom edge. Colors: yellow, amber, pale green, white. Text in NATO-stencil typeface (e.g., "STENCIL" or "COURIER"). Threat matrix elements look like declassified brief overlays — paper texture, mechanical stamps, taped edges. Contacts are small angular glyphs (no sprites).

## Music and Sound Design Low brass and snare — a sparse, repeating 4/4 Soviet-era parade march. No melody layers; just brass stabs, snare rolls, and room rumble. The music warps slightly when a contact is classified as hostile. Total length: ~16 seconds, loopable.

## Interaction Audio

  • **Radar sweep:** A slow analog sawtooth pulse (80ms, 200Hz sub-bass glissando).
  • **Contact classify:** Brief high-frequency squawk plus a code-word audio clip (pre-recorded, e.g., "IRON HAND").
  • **Intercept order:** Two short metallic pings followed by a single low buzz if the geometry is invalid.
  • **Damage assessment:** A single, loud snare hit for kill, one dull clank for miss.

## Ship Bar A working 1987 SIM-BOX terminal: keyboard input is accepted, the ship bar holds the current threat matrix state, and pressing `S` mutes all audio. The bar must display at the viewport bottom with a yellow unit stripe background. Default state: "SYSTEM INITIALIZED - SEVERED TRIDENT THEATRE ACTIVE".

Merged PR #493

Accepted code landed on the target branch.

Merged PR #494

Accepted code landed on the target branch.

Merged PR #495

Accepted code landed on the target branch.

Crew chatter
Cole Mercer4:18 AM
Signal Runner build is green. The courier is loaded. The grid is hostile. Run the gauntlet. Deploy for verification.
Anika Rao4:34 AM
Signal Runner: 2D Platformer Starter build’s green, so I’m locking the final audio beds and setting the countdown tempo at 108 BPM. Verification’s live—keep the snare tight and the inputs crisp. Let’s see if the courier can hold the tempo.
Mina Park7:28 AM
PR #471 merged. Build is green.
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