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Campaign Expansion Plan

Historical/design reference: this document captures the expansion planning and implementation notes that informed the current late-campaign content. The game state in README.md and the live config under src/config/levels/ are the authoritative sources for what is currently shipped.

1. Proposed 5-level expansion plan

Level 6 — Wreckfield Run

  • Destination / setting: Orpheus Relay convoy graveyard
  • Visual theme: teal salvage glow, drifting hull plates, cold sparks
  • Core gameplay idea: weave through wreckage while enemy fire uses debris as pseudo-cover
  • Enemy composition: fighters, gunships, bomber support, light scouts
  • Hazards: debris surges, collapsing wreck lanes, tighter corridor moments
  • Pacing: eerie opening → tightening debris squeeze → heavy carrier arrival
  • Boss concept: Scrap Regent, a salvage carrier using scrap shields and drone summons
  • Music direction: metallic synth pulse with haunted lead fragments; boss cue adds heavier bass churn
  • Difficulty role: first post-inferno step-up, teaching route reading through authored terrain

Level 7 — Ghostlight Veil

  • Destination / setting: Nacre Reach nebula wall
  • Visual theme: pale violet fog, ghost glows, low-visibility pockets
  • Core gameplay idea: ambush timing and information pressure instead of pure density
  • Enemy composition: swarms, fighters, bombers, gunship cleanup pressure
  • Hazards: fog ambush bands, mine pockets, misleading quiet sections
  • Pacing: calm drift → repeated pincer ambushes → cloaking boss duel
  • Boss concept: Veil Manta, a stealthy hunter with disappearance/re-entry attack phases
  • Music direction: drifting mystery tones over a hidden pulse; boss cue turns that pulse into pursuit
  • Difficulty role: escalates tension by reducing certainty, not just adding more bullets

Level 8 — Crown of Rings

  • Destination / setting: Astraea IX ring lanes
  • Visual theme: gold-violet ring dust, shard trails, giant planet light bands
  • Core gameplay idea: orbital hazards create moving safe lanes while interceptors punish late decisions
  • Enemy composition: fast fighters, gunships, bombers anchoring denial zones
  • Hazards: ring-crossfire sweeps, mine clusters, orbital debris arcs
  • Pacing: scenic wide opening → organized ring hazard sequences → rotating artillery boss
  • Boss concept: Ring Shepherd, an orbital artillery platform that rotates denial lanes
  • Music direction: regal synth-brass lead over urgent arcade pulse; boss cue becomes artillery fanfare
  • Difficulty role: tests lane prediction and movement planning under faster pressure

Level 9 — Obsidian Maw

  • Destination / setting: shattered moon canyon at Kharon Rift
  • Visual theme: black rock walls, ember seams, claustrophobic canyon light
  • Core gameplay idea: standout canyon flight section through damaging rock formations on both sides
  • Enemy composition: fighters and swarms in the corridor, gunships guarding the exit
  • Hazards: rock corridor walls, falling debris, narrow turns, controlled projectile pressure
  • Pacing: open approach → sustained canyon gauntlet → predator boss in exit chamber
  • Boss concept: Maw Serpent, a canyon hunter with pursuit behavior and rotating denial patterns
  • Music direction: low synth rumble with sharp stabs and ticking percussion; boss cue becomes relentless chase music
  • Difficulty role: signature piloting test and one of the run’s hardest authored set pieces

Level 10 — Terminus Black

  • Destination / setting: anomaly gate at Acheron Gate
  • Visual theme: near-black void, bent starlight, fracture flashes, gravity distortion
  • Core gameplay idea: final synthesis of elite waves, anomaly hazards, and boss mastery
  • Enemy composition: high-speed mixed elite roster with coordinated windows
  • Hazards: gravity wells, anomaly surges, sustained crossfire, minimal downtime
  • Pacing: ominous quiet → escalating distortion gauntlet → climactic multi-role boss battle
  • Boss concept: Null Crown, a gate sentinel with shields, chase phases, summons, and rotating area denial
  • Music direction: cosmic ambient intro collapsing into maximum-pressure synth assault; boss cue never releases tension
  • Difficulty role: final exam for positioning, adaptation, and composure

2. Difficulty progression summary

  • Level 6: tighter authored movement and more gunship pressure
  • Level 7: higher uncertainty, ambush timing, and visibility stress
  • Level 8: faster lane decisions and hazard prediction
  • Level 9: precision piloting under controlled enemy pressure
  • Level 10: full-system mastery with elite wave density and boss escalation

Design rule: challenge rises through clarity-preserving pressure—denser threats, faster reactions, narrower routing, and bosses that evolve level lessons.

3. Music direction summary

  • Wreckfield Run: haunted metallic pulse, mid-tempo, salvage tension, heavier boss churn
  • Ghostlight Veil: mysterious drifting tone, hidden rhythmic pulse, pursuit boss variation
  • Crown of Rings: majestic but urgent, bright synth lead, ceremonial intensity, artillery boss surge
  • Obsidian Maw: claustrophobic rumble and ticking pressure, chase-driven boss escalation
  • Terminus Black: cosmic dread into hard final-drive synth assault, maximum boss intensity

4. Architecture changes needed

  • Extend LevelsConfig into a richer authored campaign schema:
    • theme metadata
    • music config
    • authored level sections
    • hazard descriptors
    • boss identity data
  • Keep GameScene as orchestration only; route content through config and systems
  • Upgrade AudioManager to consume per-level procedural track data
  • Upgrade WaveManager to read reusable section/hazard scripts instead of only weighted random waves
  • Extend boss behavior through config-backed pattern styles rather than separate one-off bosses

5. Implementation status

Completed in this pass:

  1. Added richer level config types and all five expansion level definitions
  2. Added per-level procedural music assignment with boss cue handoff
  3. Added reusable section / hazard scripting in WaveManager
  4. Implemented the rock corridor with collision-safe fairness controls
  5. Added new boss pattern logic for carrier, pursuit, and bulwark fights
  6. Validated the repo with build, lint, and knip

6. Remaining tuning ideas

  • Playtest late-campaign hazard readability under full load
  • Tune escort density on carrier bosses if needed
  • Either implement or remove currently provisional hazard config fields such as durationMs