Switch to the Dinowyde font with DINOBYTE for missing glyphs
Unicode glyph lookup instead of CP437 codes, rope and double-strand frames with clean title ends, progress bars in eighth blocks. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -5,8 +5,8 @@ An original dungeon management game (genre: dungeon building & defence) that run
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## Technology
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- Rust + **macroquad** (WebGL), target `wasm32-unknown-unknown`
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- User interface drawn entirely **in the canvas**
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- Font: **DINOBYTE** bitmap font (CP437, 6×8 px, CC BY 4.0, see CREDITS.md) for all texts, integer scaled
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- All UI windows use **CP437 frames** (single lines for panels, double lines for dialogs); **all bars are CP437 block characters** (█ ▌ ░)
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- Font: **Dinowyde** bitmap font (Unicode: Latin, Greek, Cyrillic, symbols; 6×8 px, CC BY 4.0, see CREDITS.md) for all texts, integer scaled; missing glyphs (arrows, suits, ...) from DINOBYTE; frames: rope (single) and double strand, bars in eighth blocks
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- All UI windows use **box-drawing frames** of the font (single lines for panels, double lines for dialogs); **all bars are block characters** (█ ▌ ░)
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- Text only in **fixed integer sizes**: 1×, 2× and 4× the 6×8 glyph size, times an integer **interface factor** (automatic from the device resolution, or 1×–4× in the settings)
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- The interface is drawn in **device pixels** (high DPI) and laid out on the **character grid**, so every font pixel has exactly the same size
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- **3D resolution** setting: the world can be rendered at 1/1 down to 1/16 resolution and scaled up by exactly that factor (pixel look); the setting refers to a window 1080 device pixels high and scales with the window size, so the 3D pixels keep their size relative to the window; the interface stays sharp
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