Commit Graph
79 Commits
Author SHA1 Message Date
Richard ZinkandClaude Opus 5.5 5a2ac32071 Command markers only with the debug setting; removing a marker clears them at once
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 13:12:41 +01:00
Richard ZinkandClaude Opus 5.5 ad5ceb8c13 Named creatures: names per kind and language, epithets at higher levels, memorial stones for the fallen
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 12:40:22 +01:00
Richard ZinkandClaude Opus 5.5 3e17bdf52d Weather above ground: rain puts out fires, fog shortens sight, storms strike with lightning
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 12:11:19 +01:00
Richard ZinkandClaude Opus 5.5 25334e7b17 Portrait and square screens: world pixels, interface and zoom count on the shorter side
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 11:48:06 +01:00
Richard ZinkandClaude Opus 5.5 ff48a69571 New heroes: thief steals gold, monk ignores spells, ranger lays snares, inquisitor turns weak creatures
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 11:02:50 +01:00
Richard ZinkandClaude Opus 5.5 f8eda88bb3 Mushroom groves: unclaimable moss where giant mushrooms grow slowly and glow when ready to fell
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 10:25:24 +01:00
Richard ZinkandClaude Opus 5.5 ac22351cdf Monster eye marks the camera on the minimap; middle double click resets the view angle; creatures by beds up to 100
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 10:06:51 +01:00
Richard ZinkandClaude Opus 5.5 aeaa1eba36 Portals glow in the colour of the master who claimed them
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 09:26:43 +01:00
Richard ZinkandClaude Opus 5.5 773be21455 Marks and dig selection in each master's colour; imps dig only their master's marks; AI marks near its ground, acts calmer, re-summons imps; allies never claim each other's ground
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 09:21:42 +01:00
Richard ZinkandClaude Opus 5.5 b29e312e6b Fourth master: dwarves get their own side so the yellow AI works; yellow colours and texts; AI cores use the player's throne and heart in their colour
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 09:01:57 +01:00
Richard ZinkandClaude Opus 5.5 450e55d693 Dig marks in the colour of the master who set them; every master's dungeon is lit
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 08:56:36 +01:00
Richard ZinkandClaude Opus 5.5 a00ae6a06b Real AI masters: rivals, AI seats and the co-op partner play by the player's rules (imps dig, mine and claim, rooms, towers, tunnels and the attack flag); other masters are saved; portals belong to whoever claims them
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 08:18:09 +01:00
Richard ZinkandClaude Opus 5.5 c9dafb1606 Guard and attack markers (shields and swords, up to eight each, right click removes); the world and the interface are copied opaque so glows keep their brightness
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 07:47:21 +01:00
Richard ZinkandClaude Opus 5.5 e7fc0a4751 Interface on the pixel grid: a virtual screen of whole multiples of the world's rows, sharp-scaled to every device; compact title menu on short screens
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 07:33:25 +01:00
Richard ZinkandClaude Opus 5.5 ed1b87e5f3 Pixel look: the world always renders 360 rows high (270/480 selectable), sharp scaling to any screen
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 07:14:17 +01:00
Richard ZinkandClaude Opus 5.5 4c440fb97f Creature equipment: the forge makes iron, steel and rune gear for the strongest creatures
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 00:26:59 +01:00
Richard ZinkandClaude Opus 5.5 74837f1c34 Seasons: snow above ground in winter, glowing pumpkins at Halloween
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-06 00:14:51 +01:00
Richard ZinkandClaude Opus 5.5 9b49bc2c9d Room levels 2 and 3, researched in the library: a quarter better each, brighter, with gold trim
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 23:44:03 +01:00
Richard ZinkandClaude Opus 5.5 8a35a903de Surface world: grass in daylight, forests, cliffs with cave mouths; free-game and editor option
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 22:35:46 +01:00
Richard ZinkandClaude Opus 5.5 398bb95681 Wood: giant mushrooms underground, felled by imps; wooden bridges and doors cost wood
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 22:07:59 +01:00
Richard ZinkandClaude Opus 5.5 34b4640d85 Drawbridges (down, up, automatic), frost spell and obsidian over cooled lava
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 21:52:12 +01:00
Richard ZinkandClaude Opus 5.5 29e4970ab1 Wooden bridges burn; knights wear bridges down, imps mend them
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 21:34:33 +01:00
Richard ZinkandClaude Opus 5.5 50e89a18df Brighter torch flames
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 16:23:19 +01:00
Richard ZinkandClaude Opus 5.5 77fa142d9d Fix invisible torch flames (halo hid them); thin wisp of torch smoke
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 16:13:37 +01:00
Richard ZinkandClaude Opus 5.5 c5378d0774 Imps set up torch stands in big rooms on their own ground
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 16:10:58 +01:00
Richard ZinkandClaude Opus 5.5 6c16bc7b18 Light for towers and traps; other masters' traps stay dark until sprung
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 16:08:04 +01:00
Richard ZinkandClaude Opus 5.5 aa586ffa89 Brighter torches with animated flames, smoke and sparks
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 15:42:05 +01:00
Richard ZinkandClaude Opus 5.5 e05392919e Brighter lava surface, glow and lights
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 15:35:39 +01:00
Richard ZinkandClaude Opus 5.5 d76e74b4b0 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>
2026-11-05 15:32:42 +01:00
Richard ZinkandClaude Opus 5.5 730ad08d7a Ragged scorch marks with fresh embers; explosions, projectiles and spells cast light
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 15:13:15 +01:00
Richard ZinkandClaude Opus 5.5 1094c7c5f2 Stronger liquid swell, flow along rivers, brighter lava and new lava texture
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 15:08:51 +01:00
Richard ZinkandClaude Opus 5.5 f18af0d64c Animate water and lava with gentle waves and flowing textures
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 14:56:38 +01:00
Richard ZinkandClaude Opus 5.5 f4622d285d Light the surroundings of lava in orange up to ten tiles
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 14:53:16 +01:00
Richard ZinkandClaude Opus 5.5 f0eb33a6b1 Rework arrows falling into water and lava
Hits no longer splash; glancing and spent arrows splash where they land,
drift burning on lava, and arrows on a removed bridge sink.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 14:50:24 +01:00
Richard Zink ee88fc04a5 Splash arrows in lava 2026-11-05 14:33:39 +01:00
Richard Zink 1e839cbb29 Keep scorch marks visible under smoke 2026-11-05 13:57:58 +01:00
Richard Zink b06c48172b Add campaign editor script runtime and debug overlays 2026-11-05 12:22:59 +01:00
Richard Zink 5928acf7f6 Co-op campaign matches and command markers: mission relay, allied masters, temporary flags 2026-11-04 20:07:06 +01:00
Richard Zink eb11cca8cb Smooth camera and unit motion: display positions, camera target smoothing, pan speed setting 2026-11-04 13:56:11 +01:00
Richard Zink 87890adc53 Masters for a match: the four sides red, green, blue and yellow (side 4 gets its own owner), and start_masters gives every master his core and his starting area 2026-11-04 10:55:17 +01:00
Richard ZinkandClaude Opus 5.5 776c9ad9de Digging orders reach into the fog: unexplored blocks are picked like walls and marked tiles glow dark yellow in the dark
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 08:20:17 +01:00
Richard ZinkandClaude Opus 5.5 4ce2c2919e Three new heroes: giant, fairy spy, battle mage
- giant (from wave 6): slow and enormous, smashes doors three times as hard and wrecks traps by standing next to them
- fairy spy (from wave 3): flies, finds the dungeon's traps (marked with a glint) so the heroes wreck them, and heals heroes around it
- battle mage (from wave 4): throws fireballs with splash and blasts reinforced walls (steel resists him better)
- sprites, bestiary texts EN/DE, test: fairies find traps, giants wreck them

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 07:40:20 +01:00
Richard ZinkandClaude Opus 5.5 a58497e3a9 Five new rooms: prison, graveyard, guard post, arena, sacrifice altar; new creature: the revenant
- prison: captured heroes sit in cells apart from the torture chamber, do not defect and starve in time; the hand can move prisoners between cells and torture
- graveyard: the fallen are buried there; after a while some rise as revenants (undead: no food, no sleep, life drain from level 5)
- guard post: creatures hold the position and attack whatever comes into view
- arena: creatures spar in pairs for fast, free experience, at the cost of bruises
- sacrifice altar: creatures dropped on it are sacrificed; certain pairs bring a rare creature, otherwise a blessing (mood and mana)
- researched in the library, campaign unlocks, textures, furniture, texts EN/DE, bestiary

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 07:35:12 +01:00
Richard ZinkandClaude Opus 5.5 240e89d9cb Fog of war: unexplored darkness until the dungeon's ground, creatures or towers come close
- explored tiles stay known (saved compactly as bits), enemies are only drawn while in sight; sight runs along open ground, walls block it
- unexplored tiles are black blocks; units, towers, torches, furniture, portals, gate and rival cores in the dark are hidden; minimap and tile info too
- the nearest portal is known from the start; the seer's eye opens a wide area for 20 seconds without remembering it

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 07:18:55 +01:00
Richard ZinkandClaude Opus 5.5 7f4d5ca7b4 Eight new spells: seer's eye, cave-in, haste, stoneskin, gold rain, invisibility, plague, quake
- researched in the library (and unlocked in the campaign), in the spells menu with own icons and a radius under the pointer
- haste speeds up everything a creature does, stoneskin halves damage, invisible creatures are ignored by enemies and towers until they attack (drawn see-through), plague spreads among enemies, quake hurts and stuns enemies only, cave-in turns floor back into earth
- particles for every spell

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 07:07:52 +01:00
Richard ZinkandClaude Opus 5.5 4f20223c93 Traps and doors made in a new forge room, installed by imps; new creature: the cogling
- forge room: creatures work there (coglings fastest), the work goes into the oldest planned trap or door; finished pieces wait as crates, imps carry and install them
- traps: spike pit, poison vent (cloud), fire jet, stone roller, alarm bell (calls creatures), rune mine (one big blast), frost glow (slows around it)
- doors: wood, iron, magic (hurls attackers back); own creatures pass, enemies smash them on their way; clicking a door with a door tool locks it for everybody
- new 'Traps' category in the toolbar, forge in the rooms; texts EN/DE, bestiary entries; atlas grown for new textures and icons
- tests: forge to installed trap, spikes hurt, doors lock and get smashed

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 06:55:37 +01:00
Richard ZinkandClaude Opus 5.5 468fa03db9 Unit rings and shadows lie on bridge decks; beds appear only once their creature has set them up
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 06:17:22 +01:00
Richard ZinkandClaude Opus 5.5 80982b71f7 Particle effects: falling trails behind projectiles, exploding fireballs and cannonballs, arrows stuck in walls and floors
- projectiles get styles: arrows (shaft and fletching), cannonballs and fireballs fly in an arc, shadow, holy, arcane, rune and magic bolts with their own glow
- trails of embers, sparks, motes or smoke that drift down to the floor
- fireballs explode on the ground (flash, shock wave, embers, smoke, scorch mark), cannonballs burst into stones, dirt, sparks and smoke
- arrows stay stuck in walls (or glance off into the floor) for five minutes, at most 400; they drop out when the wall is dug away
- spells: lightning sprays sparks and scorches the floor, healing lifts green motes, level-ups and summoning rain sparkles; digging throws earth, gold pops coins
- particles are never saved and use their own random numbers

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 20:29:32 +01:00
Richard ZinkandClaude Opus 5.5 33b9879b4c Dark demonic dungeon towers, a beating crystal heart and demon gate portals
- own towers in black obsidian and dark iron with red glowing joints, bone spikes, skulls, chains; arrow spire with a ballista, hellmouth cannon with a demon-head barrel, dark spire with horns and a crystal; every level adds parts
- soul core: a crystal heart beating lub-dub (faster when hurt, cracked at low health) held by chains on an obsidian throne, veins with a pulse across the floor, rising embers
- portals: an arch of stone and bone with a skull and horns, a vertical vortex with runes and falling sparks; grey and dead until claimed

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 20:18:50 +01:00
Richard ZinkandClaude Opus 5.5 90a05a86d8 Knight towers in bright limestone with dark blue shadows and royal blue wood and fittings (more contrast)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 20:03:32 +01:00