Test the plan
Arrange the terrain, forces, formations, and opening intentions, then see how the complete setup behaves.
A planned iPad tactical battle builder for creating compact arenas, preparing fixed armies, and testing plans through automatic or high-level-command battles.
What if a battle game began with a tactical hypothesis, not an economy?
Block-based battlefields, fixed forces, formations, group orders, several intervention styles, and rapid retries would make cause and effect easier to inspect.
User value
The proposed experience turns preparation, observation, and revision into one compact battle loop without requiring an economy or constant unit control.
Arrange the terrain, forces, formations, and opening intentions, then see how the complete setup behaves.
Work with units as formations and tactical groups instead of directing every soldier individually.
Return from the result to an editable setup, change a meaningful condition, and try the battle again.
Features
These capabilities belong to the documented concept. None is implemented in the current repository.
Place floors, walls, ramps, obstacles, spawn zones, and objectives in a bounded block-built arena.
Choose forces and equipment before combat without gathering resources, building production queues, or creating new units mid-battle.
Organize units into named groups and arrange lines, columns, wedges, squares, or loose formations.
Assign opening intentions such as hold, advance, protect, prioritize, fall back, or enter later as a reserve.
Use the same planned battle system for hands-off clashes, paused command rounds, live group commands, authored challenges, and local versus play.
Save maps and complete battle setups locally, then exchange validated files or share codes without a required online service.
How it works
The intended player journey keeps setup and replay close enough for one tactical change to remain legible.
Start from a built-in battlefield or construct a compact space with terrain, spawn zones, and objectives.
Select fixed forces, equipment, placement, and any challenge constraints before the battle begins.
Turn individual units into readable tactical groups with named arrangements and roles.
Set group intentions, priorities, fallback points, guard relationships, timed actions, and reserves where supported.
Let the battle resolve automatically or permit paused or live group-level intervention.
Review the outcome, return to the setup, alter the map, army, formation, or plan, and run another experiment.
Product concept
The complete combination of terrain, fixed forces, formations, plans, mode rules, and victory conditions becomes the object a player builds and revises.
Removing resource collection and production keeps attention on preparation, command, and the consequences of a plan.
Formations, objectives, priorities, and fallback points preserve tactical control without requiring individual micromanagement.
A result matters when the player can understand what changed, form a new hypothesis, and retry without a long recovery cycle.
Architecture
The documented scope implies a self-contained Unity client, but no software architecture, schema, simulation model, or persistence implementation exists yet.
Hands-off, paused-command, live-command, challenge, and local-versus modes are intended to configure one battle system rather than fork separate games.
Maps, armies, equipment, formations, plans, mode rules, and victory conditions would need explicit versioned models before the renderer consumes them.
Offline files or share codes require schema validation, compatibility rules, migration policy, size limits, and safe failure for damaged or hostile input.
Pathfinding, formation keeping, automated targeting, opponent decisions, reproducibility, performance, and replay guarantees are not yet designed in technical detail.
Technology
Development
The repository defines the promise, core loop, pillars, non-goals, seven proposed modes, broad v0.9 scope, and release ladder. It contains no Unity project, source code, build, tests, prototype, media, or committed history, and its own product-definition milestone remains incomplete.
Documented so far
Next evidence
Complete the missing product and technical definitions, select the smallest playable slice, establish the Unity and iPad foundation, define versioned battle-setup data and import validation, then test one editor-to-battle-to-retry loop before expanding the mode or content scope.
Diorama Battles lab notes
Notes about the thinking, architecture, development, and decisions behind this work.
Development notes for this project will begin here.