Commit Graph
25 Commits
Author SHA1 Message Date
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 9a9f04ae1f Dwarf caves in all modes: neutral dwarves guard a hoard and sometimes a rune chest; the rune forge tower; imps repair towers before claiming
- 1-4 cave slots by map size, 50% each (at least one); knight treasure caves only where a mission places them
- dwarves fight intruders near the cave, never chase far, heal at home, grow with distance and the player's army, never count for victory
- rune chest: one free rune forge tower (chain bolt to three more enemies), upgradeable for gold, sold once it comes back (next mission / free play at once), unbuilt ones carry over
- new tool (key N) shown in the tower menu while a rune tower can be built or upgraded

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 15:14:36 +01:00
Richard ZinkandClaude Opus 5.5 036c13577c 3D pixel look follows the window size
The 3D resolution setting refers to a window 1080 device pixels high; smaller windows use a
proportionally smaller divisor (1/1 stays full resolution). Settings show the divisor in effect.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 12:13:52 +01:00
Richard ZinkandClaude Opus 5.5 af6be62805 Touch interface for phones and tablets; category toolbar for mouse and touch
- touch.rs: gesture recognition (tap, double tap, long press, drag, two-finger pan/pinch/rotate)
- Touch mode: Auto (touch device or first touch) / On / Off in Settings -> Game
- Larger interface factor on touch screens, top bar wraps, smaller minimap, fewer messages
- Toolbar grouped into categories with pop-up rows and a menu button, also on the desktop
- Long press shows information or drops held units; double tap with the hand slaps
- Savegame name via the browser's text dialog when the name field is tapped
- Touch help texts (EN/DE)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 10:10:53 +01:00
Richard ZinkandClaude Opus 5.5 4d1bf30586 3D resolution setting extended down to 1/16
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 09:48:25 +01:00
Richard ZinkandClaude Opus 5.5 7f4324abca Server-side savegames: Rust service with a shared savegame list in the menu, fallback to files
- server/: small axum service storing savegames as files (1 MB each, 500 MB total, rate limit)
- docker compose: second container with a volume; nginx forwards /api/
- JS plugin: asynchronous HTTP requests polled by the game
- Save/Load open a list page (name field, new, overwrite, load, delete with confirmation)
- Without a reachable service the game keeps using savegame files and the browser autosave

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 09:31:36 +01:00
Richard ZinkandClaude Opus 5.5 c5b7896609 Chainbreaker: rare, very strong original creature (twin-axe cleave, restless without fights)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 09:14:39 +01:00
Richard ZinkandClaude Opus 5.5 05ba88359e Planned hero entry points: walls glow and pulse red, with a pulsing red light
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 08:58:35 +01:00
Richard ZinkandClaude Opus 5.5 f113e1085c Pixel-art mouse pointers and hand actions
- pointing monster hand with the active tool's icon, grabbing hand / fist, animated backhand and punch
- active tool highlighted in the toolbar (pulsing frame, arrow)
- hand: pick up unconscious heroes on own ground, drop prisoners anywhere on own ground
  (onto a free torture place = locked up), Shift+click backhand (speed-up) / punch (stun)
- fix: hint slots overflowed with the new hints; hint times are no longer saved
- test for the hand rules

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 08:53:21 +01:00
Richard ZinkandClaude Opus 5.5 50d013bb28 UI in device pixels on the character grid with fixed integer font sizes, ASCII bars; 3D render scale for a pixel look
- text only at 1x/2x/4x times an integer interface factor (auto or 1-4 in the settings)
- high DPI rendering, own 2D camera in device pixels, mouse converted
- toolbar buttons 6 columns, integer icon scale, minimap integer pixels per tile
- all bars (top bar, unit/tower/gate HP) as CP437 block characters
- 3D world optionally rendered at 1/2, 1/3, 1/4 and upscaled with nearest filtering

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 08:42:50 +01:00
Richard ZinkandClaude Opus 5.5 3e3084c35d Fix tile outlines drawn over units (miniquad only depth-tests with depth writes); Soul Core starts with a treasury ring
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 08:19:49 +01:00
Richard ZinkandClaude Opus 5.5 5158075d7b Soundtrack expanded to 35 pieces with a leitmotif variant generator and 8 new instruments
- generator: leitmotif as scale degrees, keys/modes, augmentation, diminution, inversion,
  fragment sequences, accompaniment and drum styles; hand-written title 2, boss themes, victory 2
- organ, bell, choir, sub bass, tom, crash, harp, timpani; 8-bit samples, unused instruments stripped
- src/tracks.rs generated with categories; music director with boss themes and room moods
- all pieces validated with libopenmpt; notes checked to stay in key

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 08:09:15 +01:00
Richard ZinkandClaude Opus 5.5 1e92e19089 Hero wave AI: varying entry points facing the gate, split waves, scout warning with directions and minimap markers
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 07:58:35 +01:00
Richard ZinkandClaude Opus 5.5 c508e232b0 Dig marks and hover follow the real block shape; sprites no longer clipped by walls behind them
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 07:25:46 +01:00
Richard ZinkandClaude Opus 5.5 5fd0d37c14 Faint block highlight on hover and inside the dig rectangle
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 07:03:47 +01:00
Richard ZinkandClaude Opus 5.5 f710a19351 Configurable map size (64-256, non-square), one portal per 64x64 tiles, guarded treasure caves, glowing dig-mark blocks
- New Game dialog with map width/height (steps of 32), remembered in settings
- map dimensions are per game; renderer chunks, minimap and camera follow them
- content scales with area; grace period grows with the distance to the Hero Gate
- treasure caves with rich gold, guarded by hero squads that hold their post
- marked blocks: translucent yellow box with outline on all edges
- savegame v2: packed run-length encoded tiles (256x256 map ~320 KB), v1 still loads
- tests: savegame round trip on 96x128, 256x256 generation/simulation/save

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 06:34:09 +01:00
Richard ZinkandClaude Opus 5.5 925be17e82 Own XM/MOD replayer, audio mixer with crossfades, synthesised chip sound effects, music director
- src/xm.rs: FastTracker 2 XM and ProTracker MOD replayer (verified against libopenmpt)
- src/audio.rs: music players with crossfade + effect voices, rendered on demand
- src/sfx.rs: 29 synthesised chip sound effects
- www/dc_plugin.js: AudioContext started on first input, streams samples from WASM
- music follows the game: title, rotating build tracks, battle, gate assault, jingles
- macroquad audio removed; all tests run natively with cargo test

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 06:10:28 +01:00
Richard ZinkandClaude Opus 5.5 fb7dab3683 Title screen, pause menu, settings dialog and savegames
- title screen (continue/new/load/settings/help) and Esc pause menu
- settings: language & sound, camera, graphics, game, rebindable keys;
  stored in localStorage and in every savegame (always applied on load)
- savegames as JSON (.dcsave): download, load via file picker or drag & drop
- autosave to localStorage every 2 minutes and when the tab is hidden/closed
- configurable wall detail, light count, interface size, game speed, hints
- audio behind a cargo feature so native tests run (cargo test --no-default-features)
- savegame round-trip test

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 23:08:33 +01:00
Richard ZinkandClaude Opus 5.5 fbf6f223fc Switch repo to English, add i18n with EN/DE language files and first-start language selection
- in-game texts moved to lang/en.lang and lang/de.lang (key = text, placeholders)
- game logic emits message keys + args, translated at display time
- localStorage access via own miniquad JS plugin (www/dc_plugin.js)
- code comments, DESIGN.md, CREDITS.md translated; README.md added

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 22:53:03 +01:00
Richard ZinkandClaude Opus 5.5 a101f6ddc4 Tile outlines on floors, wall tops and wall corners (toggle with G)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 22:45:36 +01:00
Richard ZinkandClaude Opus 5.5 91bb91b6ee WIP 3D renderer module, document music plans
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 22:37:32 +01:00
Richard ZinkandClaude Opus 5.5 58c1041173 Auto torches on claim, pickup by entity index, document planned features
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 22:30:53 +01:00
Richard ZinkandClaude Opus 5.5 80f8335b6d Name DungeonCraft, 3D-Entscheidungen dokumentiert
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 22:24:34 +01:00
Richard ZinkandClaude Opus 5.5 14e481cffb Umstellung auf macroquad: endlose Wellen, Heldentor mit Verteidigern, Angriffsflagge, Sound-Events, Grafikmodul mit DINOBYTE-Bitmap-Font (CC BY 4.0) und CP437-Rahmen
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 22:09:38 +01:00
Richard ZinkandClaude Opus 5.5 ec9cab9453 Design-Entscheidungen dokumentiert
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 21:57:55 +01:00