WARPATH: NEON FRONTIER
A modern remake of Warpath 97 (Synthetic Reality, 1997) — design documentation.
An arcade space shooter where the real weapon is your wallet, the real score is planetary love, and every match ends with a galaxy that remembers what you did.
Status: design complete + playable vertical slice built (v0.1, 2026-07-18) on the web/PixiJS stack.
▶ Play the slice · Landing page · source in src/ — build/test instructions in the README
Document map
| Doc | Contents |
|---|---|
| 01 — Original Game Analysis | What Warpath 97 actually was: loop, controls, economy, AI, weapons — sourced from the official pages, cheat-code list, and 1997 beta notes. What was addictive, what aged, what must stay. Ends with the five pillars. |
| 02 — Game Design Document | The master GDD: vision, pillars, core loop, mechanics, controls per platform, empires & enemies, hulls, weapons & modules, progression, galaxy generation, monetization, roadmap, risks — plus the imagined "Best Indie Action Game" retrospective. |
| 03 — Art & Audio Direction | Retro-military × neon × clean sci-fi: full palette with hex tokens, lighting, particles, explosion grammar, UI style, minimap, typography, and the complete audio spec (adaptive score, SFX, radio-mumble voice). |
| 04 — Technical Architecture | Camera decision (pure top-down), engine comparison across 8 stacks, recommendation (TypeScript + PixiJS v8 + Capacitor + Electron), the deterministic sim/render split, package layout, testing, perf budgets. |
| 05 — Concept-Art Prompts | Eight image-generator-ready prompts (main menu, gameplay, dogfight, boss, dock, galaxy map, mobile HUD, recap card) with a shared style block. |
| 06 — Roblox Feasibility | The alternative path: multiplayer-first F2P on Roblox — server architecture in Luau, service mapping, GDD deltas, platform risks, and the decision framework between the two engines. |
There is also a rendered design artifact with all UI mockups built in the game's actual visual system: claude.ai/code/artifact/5018bbbc… (private; owner access).
The five pillars
- The galaxy is the opponent — conquer a living, simulated map, not waves of spawns.
- Guns and money are the same verb — mining, investing, and shooting all push one number: allegiance.
- One ship, your ship — persistent outfitting; loadout is identity; loss costs real things.
- Readable real-time chaos — top-down momentum combat, one glance = full information.
- Sessions that end — every galaxy produces a winner, a recap, and a story.
Locked decisions
- Identity: spaceships, faithful to the original (not a tank re-theme).
- Camera: pure top-down with parallax/zoom juice.
- Sessions: 15–40 min galaxies; meta-progression strictly between runs.
- Monetization principles: no pay-for-power, no consumables, no energy, no ads — on either engine path.
- Web path stack: TypeScript + PixiJS v8, deterministic 30 Hz sim core, Capacitor (stores), Electron + steamworks.js (Steam).
Open decisions
- Engine path: web/PixiJS (premium, owned) vs Roblox (multiplayer-first, F2P cosmetics) — see doc 06.
- Name: "Warpath" belongs to Synthetic Reality (Dan Samuel) — contact for blessing, or fall back to a renamed tribute identity.
Next step
Phase 0/1 slice is done (flight feel, dock loop, invest/liberate/allegiance, win/lose recap, touch controls, 33 headless sim tests). Next per the roadmap: PWA/offline, meta-progression (research tree), adaptive music, then Capacitor store builds.