NEXT COMING SOON / ON THE BENCHPLANS, NOT PROMISES

Coming soon.
Louder.

Four new cartridges and a shared engine. The first one is already out. The bar for every one of them: the explosions on our home page and the tanks wrecking the DOM Battlefield site. That is the floor.

  1. 01PLAYABLE
    ARCADE TANKS

    Battlefield Blitz

    The Blitz version of DOM Battlefield: free for all, every tank parachutes in, most kills in three minutes wins.

    • Eight tanks, no teams: die and drop back in by parachute
    • The grid blinks: slot-machine squares settle into rapid fire, triple shot, airstrikes, shields or mines
    • Airstrikes land three blasts wherever you point
    • Drops onto any website with one line: shells knock the page's headings, Escape restores it
  2. 02NEXT UP
    AIR + GROUND MASH-UP

    DOM Crossfire

    The DOM VIRUS hero meets the Battlefield arena: interceptor and tank against everything.

    • Fly the interceptor or drive the tank; swap any time, the other one wings for you
    • Skulls, aliens, flies and enemy tanks spawn out of the page itself
    • Hero booms plus arena airstrikes, all at once
    • The nuke countdown becomes the boss round
  3. 03PLANNED
    CLIMB + SMASH

    DOM Kaiju

    A giant pixel gorilla falls onto your page and climbs it from the footer to the top, smashing as he goes.

    • Climb the sides of text, cards and buttons; punch handholds into white space
    • Text cracks, shatters and catches fire; tiny people fall (catch them)
    • Chopper swarms strafe you: swat them, grab them, throw them
    • Live-wire text zaps you all the way back to the bottom
  4. 04IDEA
    LIGHT-GUN SHOOT

    DOM Flock

    Pixel birds burst out of the page in pairs. You are the crosshair.

    • Three shots a pair; misses escape off the top
    • Hit birds drop into the text and knock the letters
    • A smug pixel hound pops up from the footer with your catch
    • Golden birds and a clay-target round with page buttons as launchers
ENG THE NEXT PHASE

One engine under every cartridge: Fizlet.

The games share one small engine: one loop, one way to read the page and give it back, one set of keys. Then every cartridge gets faster, and new games take days, not weeks.

  1. E0

    Baseline and archives

    Perf harness and baseline numbers are in. Next: play any past Battlefield build from its page, and test any release of every game.

  2. E1

    One tiny kernel

    One scheduler, a fixed step, clean start and stop, pools and the Recall ledger, in about 4 KB.

  3. E2

    Harnesses

    Input, collisions, steering, page and grid boards, camera, effects, a sound adapter, the embed config (palette and easter eggs) and Board UI.

  4. E3

    Port every game

    Each cartridge gets an engine cut: less code, same feel, at least as fast as today. The old builds stay playable.

  5. E4

    Multiplayer Battlefield

    Two players, two pages, one battle: rooms, co-op and 1v1.

Optimisation targets (from the baseline)

GameNow (4x CPU throttle)GoalWhy
Swarm Protocol≈32 fps60 fpsheaviest script time under a 4x CPU throttle
Byte Runner≈48 fps60 fpsreads layout every frame; move to the cached board
DOM Battlefield≈48 layouts/snear 0batch DOM writes on the grid
GAME IDEAS · GITHUBGAMES.md: every planned game, in build orderLoops, drama bar, builds and status for Blitz, Crossfire, Kaiju and FlockENGINE PLAN · GITHUBENGINE.md: the plan for the shared engineThe contract, the harnesses, the phases and the progress log