Commit Graph
325 Commits
Author SHA1 Message Date
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 889ca66dbf Add MIT license
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 08:30:49 +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 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 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 2dba65be8b Soundtrack: XM composer script and 8 generated chiptune modules
tools/compose_music.py synthesises chip instruments and writes FastTracker 2 XM files
(editable in MilkyTracker). The title leitmotif runs through all pieces: title,
three build tracks, two battle tracks, victory and defeat jingles.
Validated with libopenmpt; instrument tuning checked (A4 = 440 Hz).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 05:57:55 +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 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
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 b4b4fea45b Fix: ö/ò in DINOBYTE vertauscht, quad_net-Plugin-Fehler im Browser abgefangen
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 22:20:24 +01:00
Richard ZinkandClaude Opus 5.5 db417b3af8 Renderer, Oberfläche, Eingabe, Sound-Modul, Simulationstest und Docker-Setup (Port 18093)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 22:16:41 +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
Richard ZinkandClaude Opus 5.5 a569aff7a8 Projektgerüst, Karte/Wegfindung und Spiellogik
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 21:49:10 +01:00