Project: smart-webpage Author: Alex Fonville Date: March 1, 2026 Version: 1.0.0 Locale: United States (en-US) | Timezone: America/New_York | Currency: USD
This System Requirements Document (SRD) defines the functional and non-functional requirements for smart-webpage, a browser-based idle/incremental space exploration game. The project centers on a deep, satisfying gameplay loop involving planetary exploration, resource gathering, crafting, biological material collection, and long-term progression through a tiered tech tree. This document serves as the authoritative reference for all design, development, and architectural decisions related to smart-webpage.
Alex, this document has been generated from scratch based on the full conversation context and design sessions completed to date.
smart-webpage is an idle/incremental game set in space where the player manages a ship and station, explores procedurally varied planets, collects and refines resources, unlocks blueprints, and progresses through a branching tech tree. The game balances passive automation with active manual exploration to keep engagement high. Rare biological materials discovered on hazardous planets provide a powerful incentive for hands-on play even as automation matures. The game is accessed via a web browser and is designed for long-play-session and idle-session engagement.
Key gameplay pillars:
Deep Space Industrial β A blend of dark cosmic atmospherics with worn, functional station interfaces. The game world feels vast and mysterious on planets, while the station feels like a lived-in operational hub with mechanical UI elements.
| Role | Color | Hex |
|---|---|---|
| Primary Background | Deep Space Black | #0A0C14 |
| Secondary Background | Dark Navy | #111827 |
| Surface / Cards | Slate Dark | #1E2A3A |
| Primary Accent | Electric Cyan | #00D4FF |
| Secondary Accent | Amber / Gold | #F59E0B |
| Biological / Rare | Bioluminescent Green | #39FF14 |
| Danger / Hazard | Alert Red | #EF4444 |
| Credits / Economy | Warm Gold | #FBBF24 |
| Text Primary | Ice White | #E8F4FD |
| Text Secondary | Muted Steel | #8BA3BC |
| Tech Tree Lines | Neon Purple | #7C3AED |
Orbitron (Google Fonts) β futuristic, geometric, space-appropriateInter or Exo 2 β clean, readable at small sizesJetBrains Mono β for scanner readouts, log feedsWhen Alex (or any player) first arrives at smart-webpage, they don't see a menu screen β they see the universe itself.
What the player sees: The entire viewport is an interactive, slowly-rotating 3D star field rendered in WebGL. Stars are not decorations β each glowing node in the field is a location: your home station, explorable planets, market buoys, and deep-space anomalies. The camera drifts lazily through the void with a gentle parallax, as if you're looking out the viewport of a ship drifting in orbit.
The Station β Your Anchor Point: At the center of the star map sits your Home Station, rendered as a beautifully detailed wireframe/holographic structure that slowly rotates. It pulses with a soft Electric Cyan halo. Clicking it zooms the camera forward with a warp-speed star-trail animation that slams into the Station Hub UI.
Planet Nodes: Nearby planets orbit slowly in real-time. Each planet has a distinct color signature based on its biome type:
Players can hover over a planet node and a holographic data-card floats up, showing the basic scan data. Scanner upgrade level determines how much the card reveals β low-level scanners show just a silhouette and hazard icon; maxed scanners show a full breakdown with material probability percentages.
The Tech Tree Constellation: As players unlock tech tree nodes, new stars light up in the background of the star map β the tech tree IS the star field. Newly unlocked nodes shoot across the sky as a meteor streak before settling into their star position. Undiscovered nodes are invisible dark matter β the player knows something is out there, but can't see it until they earn it.
Biological Material Micro-Interaction: When a player collects a rare biological material, a ghostly green bioluminescent particle burst erupts from the planet node on the star map, drifting slowly across the screen and dissolving β a beautiful ambient reminder of the find.
Transitions:
Idle State: When the player is idle on the star map, distant supernovas occasionally flash in the background, comets drift through the field, and a subtle deep-space ambient soundtrack pulses with low bass tones and high crystalline pings β alive, breathing, and endlessly fascinating.
This design makes the star map the living soul of the game β not just a menu, but a world that communicates game state, progression, rarity, and wonder all at once.
| ID | Requirement | Detail |
|---|---|---|
| NFR-01 | Performance | Game loop should run at a stable 60 FPS on mid-range hardware. Idle calculations should execute in under 100ms. |
| NFR-02 | Scalability | Backend must handle increasing game state complexity as players progress without degrading save/load times. |
| NFR-03 | Persistence | Player game state must be saved automatically at regular intervals (e.g., every 30β60 seconds) and on key actions. |
| NFR-04 | Responsiveness | UI must be functional on desktop browsers (Chrome, Firefox, Edge). Mobile support is a stretch goal. |
| NFR-05 | Offline Progression | Idle resource accumulation should calculate correctly after the player has been offline (offline time catch-up). |
| NFR-06 | Security | Player accounts and game state should be protected from tampering. Server-side validation of key game actions. |
| NFR-07 | Accessibility | Color-blind safe mode option should be available, especially given the heavy use of color-coding for rarity. |
| NFR-08 | Load Time | Initial page load should complete in under 3 seconds on a standard broadband connection. |
| NFR-09 | Browser Compatibility | Target: Chrome 110+, Firefox 110+, Edge 110+. Safari as secondary target. |
| NFR-10 | Availability | System uptime target of 99.5% or better for production deployment. |
| Technology | Purpose |
|---|---|
| React | Web-based game UI, all screens and panels |
| WebGL / Three.js | Star map, planet animations, warp transitions, particle effects |
| CSS Modules / Tailwind CSS | Styling, theming, glassmorphism panels |
| Technology | Purpose |
|---|---|
| Python | Core backend language |
| FastAPI | REST API for game state, player actions, market, blueprint management |
| Technology | Purpose |
|---|---|
| MySQL / MariaDB | Primary relational database for player accounts, game state, blueprints, inventory, market transactions |
| Alembic | Database schema migrations |
| Technology | Purpose |
|---|---|
| Docker | Containerization of all services |
| docker-compose | Local multi-service orchestration (frontend, backend, database) |
| Technology | Purpose |
|---|---|
| Kubernetes | Production deployment, scaling, and service management |
Note: NoSQL (MongoDB), VectorDB (WeaviateDB), and AI model integrations are not required for the current scope of smart-webpage. They are excluded to keep the stack lean and appropriate for a game application. These can be revisited if AI-driven features (e.g., procedural planet descriptions, NPC dialogue) are added in a future version.
| Term | Definition |
|---|---|
| Blueprint | A permanently unlockable crafting recipe, purchased with credits and built by spending required resources. Once built, effects are permanent. |
| Biological Material | A rare resource found only through manual planetary exploration in specific hazardous biome conditions. High sell value; used in special upgrades. |
| Tech Tree | A branching, progressively-revealed upgrade structure organized into four paths: Gathering, Refining, Ship Upgrades, and Biological Collection. |
| Station | The player's home base, used for refining, crafting, market access, tech tree management, and inventory review. |
| Scanner | A ship-mounted device that surveys planets. Upgrades reveal increasingly detailed information about planet resources and conditions. |
| Credits | The primary in-game currency used for unlocking blueprints and market transactions. |
| Basic Resources | Common materials gathered on planets that form the foundation of all crafting and upgrades. |
| Special Resources | Rarer materials required by advanced blueprints. May be gathered, refined, or crafted. |
| Hazard | An environmental danger on a planet (e.g., lightning storms, heavy winds) that increases risk but also correlates with rare biological material spawns. |
| Offline Progression | Automated resource accumulation that continues while the player is not actively playing, calculated upon their return (capped at 24 hours). |
| Workshop | The in-game UI panel where players manage and interact with their unlocked blueprints. |
| Market | The in-game economy panel where players buy and sell resources and biological materials for credits. |
| Warp Transition | The animated screen transition effect styled as a hyperspace jump, used between all major game screens. |
| Biome | The environmental classification of a planet's surface, determining which resources and hazards are present. |
| Node (Tech Tree) | A single upgrade or unlock point within the tech tree. Nodes are hidden until adjacent prerequisite nodes are completed. |
Document generated: March 1, 2026 | smart-webpage v1.0.0 | Author: Alex Fonville

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