Initial commit: Mobile Command project setup
- Setup project structure - Add README with concept overview - Add .gitignore 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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.gitignore
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# Dependencies
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node_modules/
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vendor/
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# Build outputs
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dist/
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build/
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out/
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*.exe
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*.dll
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*.so
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*.dylib
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# IDE
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.vscode/
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.idea/
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*.suo
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*.user
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*.userosscache
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*.sln.docstates
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# OS
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.DS_Store
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Thumbs.db
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desktop.ini
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# Logs
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*.log
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logs/
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# Environment
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.env
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.env.local
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# Temporary files
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tmp/
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temp/
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*.tmp
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*.temp
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# Assets (work files)
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*.psd
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*.ai
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*.blend1
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*.blend2
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# Game specific
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saves/
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cache/
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screenshots/
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README.md
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README.md
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# MOBILE COMMAND
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**Survival Management / Base Building / Tactical Expeditions**
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Genre de jeu de gestion/survie où vous commandez un train blindé mobile à travers l'Ukraine en guerre (2022-2025).
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## Concept Central
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**"La guerre change. Tu dois changer avec elle."**
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Gérez un train blindé et ses expéditions (drones + humains). L'économie du jeu suit la réalité de la guerre :
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- **2022** : Humains abondants, drones rares, scavenge facile
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- **2025** : Humains quasi-impossibles à recruter, drones industrialisés, scavenge = suicide
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Le jeu force une évolution : De commandant infantry-heavy (2022) à opérateur de swarms de drones (2025).
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## Stack Technique
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- **Engine** : GroveEngine (validation engine = objectif secondaire)
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- **Plateforme** : PC (Steam)
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- **Rendu** : 2D (sprites ou vector)
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- **Public** : 16+ (Thèmes de guerre, violence, choix moraux)
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## Piliers de Design
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1. **Gestion/Optimisation** (core) - Puzzles logistiques, choix difficiles
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2. **Survival Tension** - Ressources critiques, pertes permanentes
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3. **Progression Temporelle Inversée** - Courbes Humains/Drones qui s'inversent
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4. **Événements > Combat** - 70% events/survie, 30% combat
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5. **Drones + Humains** - Valeurs différenciées (drone = outil, humain = irremplaçable)
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## Systèmes Clés
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### Train Builder (Double Slice)
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- Vue double slice (Gauche + Droite)
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- Balance 2 axes (Latéral G↔D, Longitudinal Avant↔Arrière)
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- Déséquilibre → malus vitesse/fuel
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- Rebuild fréquent (optimisation constante)
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### Équipes + Commandants
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- 5-7 commandants nommés (personnalités, skills)
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- Membres d'équipe = nombre abstrait
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- Mort commandant = CATASTROPHE
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### Évolution Drones (Timeline)
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- 2022: Mavic commercial → Reco basique
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- 2023: Mavic + grenades → FPV expérimental
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- 2024: FPV doctrine + Ground drones
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- 2025: Swarms coordonnés + AI semi-autonome
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### Fame System
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- Investissement long terme via communication
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- Débloquer : dons, équipement, recrutement, accès marchés
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- Risk/Reward : Influenceurs en mission
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## Roadmap Développement
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### Prototype (3-6 mois)
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- Train basique (3 wagons)
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- Craft simple (1 ressource → 1 drone)
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- 1 mission combat Rimworld-style
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- 3-5 events
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- Loop complet minimal
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### MVP (12-18 mois)
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- Train complet (tous wagons)
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- Craft medium depth
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- 5 types missions + 20 events
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- Expedition system
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- Campaign Act 1 jouable
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### Full Game (24-36 mois)
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- Polish tous systèmes
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- Campaign complète (4 acts)
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- 100+ events
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- Balancing complet
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- UI/UX polish + Audio
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## Documentation
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**Concept Doc complet** : Voir `../couple-repo/Projects/CONCEPT/mobile_command_v2.md`
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## Status
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**CONCEPT** - Version 2.4 (1er décembre 2025)
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- Setup initial du projet
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- Prochaine étape : Prototype planning
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---
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*Objectif secondaire : Valider GroveEngine en conditions réelles*
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