Commit Graph
218 Commits
Author SHA1 Message Date
Richard ZinkandClaude Opus 5.5 ee54a98063 Note frequent commits and push-on-deploy in agent rules
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 14:50:31 +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 ZinkandClaude Opus 5.5 5adf3d0e00 Translate campaign editor and scripting docs, update status
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 14:48:01 +01:00
Richard ZinkandClaude Opus 5.5 1ef2239fbf Let flyers path over water and lava everywhere
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 14:46:16 +01:00
Richard Zink 574660e173 Bump version to v202611-00020 2026-11-05 14:35:08 +01:00
Richard Zink ee88fc04a5 Splash arrows in lava 2026-11-05 14:33:39 +01:00
Richard Zink 3b710516d8 Bump version to v202611-00019 2026-11-05 13:58:30 +01:00
Richard Zink 1e839cbb29 Keep scorch marks visible under smoke 2026-11-05 13:57:58 +01:00
Richard Zink af89eacd3e Bump version to v202611-00018 2026-11-05 13:47:48 +01:00
Richard Zink c03e357806 Add standalone download to login 2026-11-05 13:42:33 +01:00
Richard Zink d325843a1a Bump version to v202611-00017 2026-11-05 13:15:06 +01:00
Richard Zink cc50ed04be Disable Rhai time to keep WASM loadable 2026-11-05 13:14:52 +01:00
Richard Zink 6175a383a8 Bump version to v202611-00016 2026-11-05 12:37:12 +01:00
Richard Zink 2b7e8af674 Add campaign editor and mission scripting docs 2026-11-05 12:23:05 +01:00
Richard Zink b06c48172b Add campaign editor script runtime and debug overlays 2026-11-05 12:22:59 +01:00
Richard Zink cd35ca8e3d Add Dinowyde WIP reference images 2026-11-05 12:22:34 +01:00
Richard Zink ef148087f4 Measure multiplayer relay ping 2026-11-05 12:22:27 +01:00
Richard Zink 4834adca7b Serve standalone game without login 2026-11-05 12:22:20 +01:00
Richard Zink 2320c309a7 Add agent commit and deployment workflow 2026-11-05 12:22:12 +01:00
Richard Zink 07371cc893 Debug FPS display with rendering backend info 2026-11-05 07:21:37 +01:00
Richard Zink ee7b76fa6a Manual AI seats for matches: host toggles empty seats, co-op allies fight heroes 2026-11-05 06:38:38 +01:00
Richard Zink 3492eacd59 Fog of war lifts three tiles beyond sight 2026-11-04 21:46:31 +01:00
Richard Zink f164293d21 Remove stale play standalone file: README and INSTALL point to the title-screen download 2026-11-04 20:39:10 +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 dc22e27184 Multiplayer continues after a player leaves: AI side takeover, background match while menus are open, match chat, five-tile fog start 2026-11-04 18:07:02 +01:00
Richard Zink 2721638910 Keep the pause menu when returning from the multiplayer page 2026-11-04 15:33:30 +01:00
Richard Zink 7ed630c6f2 Unlock summoning and spawn starting imps for every match master, with side-correct worker counting 2026-11-04 15:10:01 +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 583c3fcdaf Multiplayer client relay bridge and match lobby menu: WebSocket bridge, match lobby page, order relay, confirmed turns, checksums, chat, abort/resume 2026-11-04 12:47:34 +01:00
Richard Zink 848ab0f677 Match relay in the save/login service: WebSocket rooms, seats, ready, 100 ms turn confirmation and checksum relay 2026-11-04 11:48:09 +01:00
Richard Zink 42034b062b Match loop on the client side: orders go to the server, a confirmed turn steps the world five times, and a checksum of the shared state catches worlds that diverge 2026-11-04 11:07:24 +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 Zink 35ddfa134c Simulation runs in fixed steps of 1/50 s (50 steps a second) instead of 1/20 s, with at most twelve catch-up steps in one frame 2026-11-04 10:04:44 +01:00
Richard Zink dd4bb75b24 Game version in the menu: VERSION holds vYYYYMM-NNNNN, shown on the title screen and in the pause menu, tools/bump_version.py raises it with every change 2026-11-04 09:57:10 +01:00
Richard Zink 1ec7492189 Multiplayer step B: every player order is a command (dig, build, cast, hand, orders) and the simulation runs in fixed 50 ms steps, so single player and a match take the same path 2026-11-04 09:57:02 +01:00
Richard ZinkandClaude Opus 5.5 d6bcce3a76 Multiplayer plan: deterministic lockstep, steps A-F
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 08:34:55 +01:00
Richard ZinkandClaude Opus 5.5 ada14951c4 Crookfinger's voice: he babbles in a squeaky imp language in the rhythm of his hints, important messages and the mission briefings (can be switched off in the sound settings)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 08:25:31 +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 2de0a1de8a Wilder maps: rivers of water and lava across free maps (neutral bridges), natural caverns until about a quarter of every map is open
- caverns in free play and the campaign (mission pieces, fortresses, islands, sealed caves and dwarf caves stay untouched)
- caverns sometimes hold a pool of water or lava, veins in their walls, rarely a small treasure or a creature in chains to free
- rivers keep away from the start; test: open share, liquids and a hero path to the core
- standalone file in play/ rebuilt

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 08:15:34 +01:00
Richard ZinkandClaude Opus 5.5 51814b8ac8 Creature overview: a toolbar button opens the list of all creatures grouped by kind (level, mood, wage, job, health) with wages and mood in total; a click moves the camera there
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 08:02:29 +01:00
Richard ZinkandClaude Opus 5.5 bbab2b5a58 Bestiary pictures the right way up (PNG export writes rows bottom up)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 07:53:39 +01:00
Richard ZinkandClaude Opus 5.5 0606c1f994 Orders: attack (fighting creatures nearby go for an enemy or enemy tower) and guard (up to three creatures hold a room for two minutes); right click with an order tool cancels
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 07:52:03 +01:00
Richard ZinkandClaude Opus 5.5 b3583f5e7e README as a small game website in Crookfinger's voice; INSTALL.md, BESTIARY.md, playable standalone file
- README: logo, badges (Rust, WebAssembly, Claude Code, MIT), intro addressed to the master, features with screenshots, the household, how to play, licences and credits
- INSTALL.md: server, PWA, building, tests, savegame service and API, languages, how to refresh generated files
- BESTIARY.md generated from the game's data (tools/make_bestiary.py) with exported sprites and icons (docs/img, test export_doc_images)
- play/DungeonCraft.html: the whole game in one file to download and play offline

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 07:46:37 +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 2c8db33a69 Creature personality: favourite rooms, hatreds and brawls, abilities learned with the level
- every kind loves one room (working there lifts the mood) and cannot stand certain other kinds; close by they sour each other's mood and now and then brawl (they stop at 30% health)
- learned abilities: imps dig faster, kobold dash, spider web, mage shadow step, ogre stomp, jailer shackle, priestess healing pulse, chainbreaker whirlwind, bat shriek, gargoyle stone form, owl volley, wyrm inferno, cogling bomb
- bestiary lists likes, hatreds and the ability (highlighted from its level on)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 07:25:47 +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 a54316c86e Research in the library: rooms, spells, towers, traps and doors are discovered in a fixed order
- studying creatures collect research points (mages and owls best, higher levels faster); studying gives less mana than before
- free play starts with the basics; campaign missions know what their story allows and can research what the next four missions would bring
- research shown in the top bar; the library's info lists the current item and what comes next; locked tools say whether they can be researched

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-04 07:00:33 +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