PRANAV.GEngineer · Builder · Privateer
Black Flag
PROJECTS LOGBOOK

PROJECT 02 OF 06

Live, self hosted game

Real time strategy simulation

Hidden Tactics

Make scouting and incomplete information the center of a browser strategy game, with every command operating on what the player can actually know.

Built for
Players who enjoy reconnaissance and terrain driven strategy
My role
Game design, deterministic simulation, rendering, interface, and secure delivery
PRODUCT INTENT
  1. 01
    INPUTBattlefield orders and reconnaissance
  2. 02
    SYSTEMA fixed step, fog redacted simulation
  3. 03
    OUTCOMEA persistent campaign shaped by imperfect information

Repository grounded case study. No staged product demo.

The product starts with the problem.

Strategy games lose their tension when the interface leaks hidden activity or treats terrain as decoration. Hidden Tactics gives every faction a separate knowledge state, then makes forests, roads, hills, formation, logistics, and detection change the decisions a player can safely make.

Three jobs, one clear promise.

These are the product outcomes the repository is organized to deliver.

01

Scout before committing

Armies reveal terrain and contacts through composition, distance, movement, concealment, and current light instead of receiving complete map knowledge.

02

Make terrain operational

Forests, roads, hills, bridges, and open ground change routes, detection, formation movement, ambushes, and combat advantage.

03

Keep a campaign worth returning to

Manual saves and autosaves retain the world, armies, settlements, objectives, and campaign state in the player’s browser.

How the idea becomes useful.

A short path from the user’s starting point to a useful result.

  1. 01

    Choose a campaign

    Start a standard four faction contest or open the larger Grand Kingdom stewardship realm.

  2. 02

    Build a useful picture

    Split scouts, move through uncertain terrain, and detect rivals without receiving information outside current sight.

  3. 03

    Issue contextual orders

    Move, pursue, hold, gather, recruit, raid, retrain, and change formation through direct controls or validated command previews.

  4. 04

    Sustain the campaign

    Manage field supplies, local stores, caravans, reputation, recruitment, and saved state as the map changes in real time.

The choices that define the product.

Architecture matters here because each constraint changes what a user can safely believe or do.

Simulation outside the interface

The authoritative TypeScript simulation advances in fixed 100 millisecond steps independently from React and the Canvas renderer.

One redacted knowledge contract

The map, minimap, reports, audio, commands, and rival observations consume faction specific visible state instead of the complete world.

Deterministic public rivals

The hosted build removes Local AI controls and model configuration, exposes no LLM route, and runs the three rival commanders entirely in game code.

Evidence, not feature theatre.

Each point below comes from the current repository structure, code, or documented reference data.

100 ms

Simulation step

The authoritative world advances on a fixed clock instead of inheriting browser rendering timing.

4

Standard factions

One player and three deterministic rivals begin from comparable armies, supplies, capitals, and road access.

500 × 500

Grand Kingdom realm

A separate persistent campaign expands the economy into landmarks, caravans, trade, reputation, and stewardship.

ReactTypeScriptCanvasPlaywright

HONEST BOUNDARIES

What this product is not.

  • Campaign saves live in this browser and are not synchronized through an account or remote database.
  • Local model experiments remain a development option only. The public game has deterministic rivals and no model network endpoint.
  • Hidden Tactics is a single player browser game, not a multiplayer service or a claim of historically accurate warfare.
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LeetMentor

A study planner that picks the next useful coding problem.

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