Commit Graph
69 Commits
Author SHA1 Message Date
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 e15b16cc60 Knight fortresses: knight towers, patrols, alarm, claimable knight ground and vaults
- fortress.rs: fortress builder (masonry walls with doors, courtyard, corner towers, vault chambers
  full of mixed treasure, shard chamber, gate of the order as the heart, guards, patrols)
- Knight towers shoot the player's units; creatures tear down knight towers within reach
- Patrols walk their round; guards and patrols that spot an enemy alarm the others nearby
- Imps claim knight ground (slower, not next to fighting heroes); vaults hand over their treasure,
  shard chambers give the shard back; claiming alarms the knights
- Knights tear down the player's bridges near their posts
- Fix: units next to a tower could stop at the tile edge just out of melee reach
- Tests for towers, vault looting, patrols/alarm and bridge tearing

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 10:57:37 +01:00
Richard ZinkandClaude Opus 5.5 7e84cae910 Silver, ruby and diamond veins; treasury shows its treasures; announced payday
- New veins (appended kinds): silver (common), ruby (rare), diamond (very rare, far from the core);
  treasure caves contain gems; each treasure is worth a different amount per strike and per vein
- Imps carry one kind of treasure at a time
- Treasury tiles hold up to 500 each and show gold coins, silver bars, rubies or diamonds;
  spending empties random treasury tiles, the soul core keeps what does not fit
- Training no longer drains gold continuously: it is billed on the next payday
- Payday is announced 20 s before (message with the cost); the HUD shows a payday countdown and
  the cost of the next payday in red next to the gold counter
- Tests for the treasury and the payday bill

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 10:43:33 +01:00
Richard ZinkandClaude Opus 5.5 75dc445d3b Rivers and bridges: water and lava tiles, bridge tool, burning in lava
- New tile kinds (appended for the savegame codec): water, lava, wooden bridge, stone bridge, core shard
- Sunken river beds with banks, bridge decks with rails, lava glow and lights
- Bridge tool (key U, rooms category): bridges grow from own ground, 30 gold/tile over water, 75 over lava
- Selling a bridge drops the units on it into the river (water: swim to the bank, lava: burn)
- Cannon blasts and punches knock units back; into lava = burnt (heroes still pay their bounty)
- Heroes cannot path through rivers; texts EN/DE; tests for bridges and lava

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 10:32:40 +01:00
Richard ZinkandClaude Opus 5.5 6f037294c0 Tower shots start at the tower top (arrow battlements, cannon muzzle, magic orb)
Effects now carry start/end heights; leftover 2D height offsets that moved
projectiles and hit sparks sideways on the map are removed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 10:04:46 +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 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 a1ad5ad141 Torture chamber with prisoners and defectors, Jailer; temple with prayer, Flame Priestess
- defeated heroes are knocked out if the torture chamber has room; imps carry them in
- torture drains HP over ~100 s; ~40% defect (paladins ~25%) and become own creatures
- Jailer (6+ torture tiles): tanky melee that pulls enemies in with a chain
- temple: creatures pray for mana (more than studying) and mood
- Flame Priestess (6+ temple tiles): fireballs with splash, heals creatures and the Soul Core
- tests: prisoner chain + defect rate, temple prayer + core healing

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 07:53:58 +01:00
Richard ZinkandClaude Opus 5.5 903d6fb0f4 Defence towers: arrow (piercing), cannon (splash + knockback), magic (mana, slow, chain); 3 levels, repair by imps, heroes attack towers; torture/temple room tools prepared
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 07:47:50 +01:00
Richard ZinkandClaude Opus 5.5 a1fe02ffa6 Imps reinforce walls next to claimed ground (heroes avoid them, ~10x slower to break)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 07:39:39 +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 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 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 220d9543cc 3D isometric renderer: chunked meshes with noise-displaced walls, lit shader with flickering torches, billboard sprites, rotatable/tiltable ortho camera, ray picking
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 22:42:10 +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