Commit Graph
216 Commits
Author SHA1 Message Date
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
Richard ZinkandClaude Opus 5.5 f359671dac Title menu background: an endless battle at a bridge over an underground river
- dungeon creatures against knights, balanced reinforcements for the weaker side
- towers on both banks; heavy units go for them, destroyed towers are rebuilt after 25 s
- the camera slowly circles the bridge; battle sounds stay muted; the demo is never saved

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 15:51:35 +01:00
Richard ZinkandClaude Opus 5.5 d06ce2edb5 Units face eight directions and animate their actions
- five sprite views per kind and gear tier (front, front three-quarter, profile, back three-quarter, back), mirrored for the other three directions; chosen from the unit's facing and the camera
- units face where they walk, dig, repair or fight
- animations: imps stomp while claiming (squash on landing), swing while digging, hammer while repairing; lunges in combat, punches in training, nodding while eating, swaying while reading or praying, breathing when idle, leaning back with loads, lying in bed, chained creatures pulling at their chains, flyers flapping

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 15:41:09 +01:00
Richard ZinkandClaude Opus 5.5 1016ee5d6c Bestiary in the title and pause menu; attacks look bigger with the unit level
- tabs: creatures, humans (incl. cave dwarves), dungeon buildings and towers, ranks
- every unit at every level: sprite with gear, rank badge, health, attack, range, speed, wage or bounty, what attracts it
- Crookfinger's texts: loving about the creatures, disgusted about the humans (EN/DE)
- projectiles, hit sparks and splashes grow with the attacker's level, with halos from Lv 5 and glow at Lv 9+

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 15:32:18 +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 d92b45a0b8 Credit Claude Code: note at the top of the README, in CREDITS and the standalone file; pixel-art mark with link next to the licence on title and login screens
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 14:44:28 +01:00
Richard ZinkandClaude Opus 5.5 ea0623fbe3 Campaign of 30 missions: six against the rival masters Mossgrim and Lady Nightwell, islands, mana springs, sealed caves with chained creatures
- missions interleaved into one story (EN/DE), new epilogue, map sizes grow to 176x176
- islands in water or lava with treasure and/or a mana spring; rivers at least four tiles wide
- sealed caves with treasure and a chained creature that joins once the cave is claimed
- new goals: rival cores, mana springs, freed creatures
- rival messages name the masters; new progress key for the new mission order

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 14:36:45 +01:00
Richard ZinkandClaude Opus 5.5 dd16c684e5 Free game against rival dungeon masters (green, blue) and/or the humans
- One opponent on maps up to 128x128, two on bigger maps; with a chance of one in two one of
  them is the humans' gate instead of a rival master
- Simplified rival masters (rival.rs): own soul core and dungeon (lair, treasury to loot) that
  grows ring by ring, creatures appear and get stronger over time, guard the dungeon and attack
  in groups - the player, the other master or the humans' gate; a fallen core puts the master
  out and frees its ground
- The humans attack everybody: waves now and then march on a rival master
- Sides for units: all other sides are enemies; towers and contested ground follow them; the
  hand cannot pick up rival creatures; the flag next to a rival core attacks it
- Difficulty (easy / medium / hard) in the New Game dialog
- Colours: green and blue floors, cores, unit rings, minimap, HUD bars of the rival cores
- Victory in free games: every rival core and the gate (if any) destroyed
- Tests for setups, growth and attacks, elimination and victory, humans against rivals

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 14:11:23 +01:00
Richard ZinkandClaude Opus 5.5 52c4d1caf8 Creatures report at the portal and set up their bed; payday wages are fetched from the treasury
- New creatures report at the portal (2 s), walk to the lair (flyers: aerie), set up their
  bed (4 s) and only then do as they like; without a reachable lair they start right away
- Payday: the training bill is paid at once; every creature goes for its wage at a random
  moment within about a minute, to the nearest treasury tile holding treasure (or the core),
  and takes it out of that tile; no gold = an angry creature; unreachable = paid anyway
- Tests for the arrival and the walking payday

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 13:49:13 +01:00
Richard ZinkandClaude Opus 5.5 f13ab1a629 Service: set-password maintenance command for forgotten passwords
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 13:44:15 +01:00
Richard ZinkandClaude Opus 5.5 359000afa3 Gear is part of the sprites; more detailed towers and gates
- Level gear is painted into five sprite variants per kind (shoulder pieces, helmet with horns
  or plume, cape, gold with crown), derived from each silhouette, so it moves, sways and
  flips with the unit; billboards use the 12x12 cell with the gear border
- Arrow tower: plinth, masonry courses, arrow slits, corbels, wooden platform, merlons,
  pennant and ladder; cannon tower: round body with iron bands, carriage, barrel with muzzle
  ring, cannon balls; magic tower: stepped base, buttresses, glowing rune bands
- Hero gate / gate of the order: plinths, banded pillars, capitals, stepped arch with
  keystone, half-raised portcullis, banners of the order

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 13:40:56 +01:00
Richard ZinkandClaude Opus 5.5 c9848c8948 User accounts, login before the title screen, own savegames per user, standalone download
- Service: accounts with Argon2 password hashes and session tokens; the first login creates
  the admin (shared savegames of before move to the admin); the admin creates and deletes
  users; everybody can change the password; savegames are stored and listed per user
- Game: login page before the title (only when the service is reachable), with licence and
  repository link; account page (password, logout; users for the admin); text fields with
  Tab/Enter, masked passwords, browser dialog on touch screens; long status messages wrap
- Download Standalone: DungeonCraft.html with the game embedded (built in the Docker image,
  served to logged-in users via nginx auth_request); works from file:// without server and
  opens downloaded savegames
- Without the service (standalone, local files) there is no login, savegame files as before

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 13:33:22 +01:00
Richard ZinkandClaude Opus 5.5 8853d84564 Steel walls: plate earth walls next to own ground with steel
- New tool Steel (key O, orders category; campaign from mission 11): 80 gold per earth wall,
  40 for a reinforced wall; riveted iron plate texture
- Heroes dig through steel 20 times slower than through earth and avoid it (path cost 300)
- Selling turns a steel wall back into a reinforced wall and refunds half the plating
- Texts EN/DE, test

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 13:10:04 +01:00
Richard ZinkandClaude Opus 5.5 f298e13d6e Title screen: licence line and a link to the repository at the bottom
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 13:06:58 +01:00
Richard ZinkandClaude Opus 5.5 6e257e4034 The jailer works on prisoners in the torture chamber: 2.5 times the chance to defect
Jailers pick a prisoner nobody works on yet (their favourite work), stand next to it and
torment it; with a jailer about 28 of 40 prisoners defect instead of about 18. Test.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 13:04:07 +01:00
Richard ZinkandClaude Opus 5.5 b7d7fc2b52 Aerie and flying creatures: bats, chain gargoyles, arcane owls, ember wyrms
- New room: aerie (key Y, rooms category, campaign from mission 7); flyers sleep there
- Arrivals: aerie 4+ bats; + torture chamber gargoyles; + library owls; big aerie and treasury
  (16+ each) a rare ember wyrm; portal checks free places in lairs and aerie separately
- Flyers cross water and lava (path finding, flag, attacks), are not burnt by lava, patrol far
  when idle, attack single enemies, flee to the aerie below 25% health and rest there up to 75%
- Owls shoot arcane bolts, the wyrm breathes fire with splash damage; shots from the air
- Hovering sprites with flapping, aerie floor, perches, roosts, plinths, twig and ember nests
- Room counts are recounted on load (no longer stored); tests for flying and arrivals

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 13:01:26 +01:00
Richard ZinkandClaude Opus 5.5 729dd4fe4c Rank badges and level equipment; no edge scrolling before the mouse has moved
- Military rank badges instead of level numbers: Lv 2-4 bronze chevrons, Lv 5-7 silver bars,
  Lv 8-9 gold stars, Lv 10 gold star in a wreath; rank names in the unit info (EN/DE)
- Equipment grows with the level: shoulder pieces (bronze/silver/gold), helmets with horns
  (creatures) or plumes (heroes), capes from Lv 7, glowing ring from Lv 9, aura at Lv 10
- Fix: before the first mouse move the pointer counts as (0, 0) and the edge scrolling
  moved the camera at the start and after loading a savegame

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 12:47:34 +01:00
Richard ZinkandClaude Opus 5.5 52d49b0243 Delivered treasure fills the treasury tiles nearest to where the imp put it down
Imps already walk to the nearest treasury; the treasury display now places the delivery there
(nearest tiles that can take it) instead of the first free tiles anywhere. Test.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 12:35:44 +01:00
Richard ZinkandClaude Opus 5.5 75232d95ee More graphical finesse: own beds per creature, animated room furniture, treasure chests, elaborate core and portals, worn floors
- props.rs: furniture drawn near the camera every frame
  - beds built by each creature on arrival, matching its kind (straw, web, starry cushion,
    fur pile, chain bunk, ember cushion, rock hollow, camp bed); gone when the owner is
  - training: spinning dummies, weapon racks, wobbling targets; torture: turning wheel,
    iron maiden, brazier with glowing coals; temple: altar with candles and fire bowl,
    candle stands; library: book shelves, lecterns with floating books while studying
  - treasure chests in the treasury, closed when empty, filled with their treasure otherwise
- Soul core: stepped obsidian pedestal, four spikes with energy threads, circling runes,
  unsteady pulse when hurt
- Portals: circle of standing stones with runes, column of light and rising sparks
- Floors: cracked, chipped and shattered stones, grit and crack decals

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 12:30:30 +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 05d9cf8824 Idle imps help: up to five imps at one task, +25% speed per helper (max 200%)
Imps with nothing else to do (no digging, delivering, claiming, repairing or reinforcing of
their own) walk to a task of another imp and help; every 1.5 s they check for own work again.
Claiming floor keeps its priority before helping. Test.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 12:01:33 +01:00
Richard ZinkandClaude Opus 5.5 a0f2660eae Earth corners between two reinforced walls are reinforced automatically
Imps cannot reach such corners (only diagonal to own floor); they are closed every two seconds.
Knight fortress walls do not count; the floor condition keeps it from spreading. Test.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 11:57:49 +01:00
Richard ZinkandClaude Opus 5.5 44b938f0e5 Installable as an app (PWA): manifest, pixel-art icons, offline service worker
- manifest.webmanifest (full screen, any orientation), icons 192/512/maskable/apple-touch
- sw.js: network first, cache as offline fallback, the savegame API is never cached
- registered only over HTTPS or on localhost; nginx serves the manifest type
- README: installing, HTTPS requirement

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 11:41:29 +01:00
Richard ZinkandClaude Opus 5.5 b8bf2b8503 Campaign tests: every mission runs a simulated minute undecided; missions 1 and 2 are won by a scripted player
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 11:37:32 +01:00
Richard ZinkandClaude Opus 5.5 6c85a62f1b Creatures arrive faster with more free lair room, slower as the lairs fill up
- Portal interval scaled by free beds (1 free: ~3x slower, 6: normal, 14: 2x faster, up to ~3x)
- Lair info shows the free beds and the arrival speed
- Test

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 11:29:18 +01:00
Richard ZinkandClaude Opus 5.5 bd8f53e8a1 Towers shoot enemy towers and the enemy gate; build areas use the floor under the pointer
- With no unit in reach, towers fire at opposing towers (both sides) and the player's towers
  at the gate of the order / hero gate (line of sight needed, walls block)
- Rooms, bridges, sell, flag and towers pick the floor tile under the pointer; only digging
  and the hand still aim at walls
- Test for tower duels and gate fire

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 11:27:13 +01:00
Richard ZinkandClaude Opus 5.5 09e22b009e Campaign menu and story: mission list, briefings, goals panel, mission end flow
- Title screen: Campaign with the list of the 20 missions (done / open / locked)
- Briefing per mission: story told by old Crookfinger (EN/DE), goals, new tools,
  creatures and gold carried over; start button
- In the game: goals panel with progress (click/tap opens the briefing again), the pause menu
  has a Briefing entry to read the whole briefing again
- Mission end: next mission / try again and back to the campaign; won missions and the
  carry-over are stored in the browser; epilogue after the last mission

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 11:23:44 +01:00
Richard ZinkandClaude Opus 5.5 46755d68ac Campaign mission system: 20 mission definitions, goals, unlocks, carry-over
- campaign.rs: missions as key data (size, rivers, fortresses, goals, waves, time limit, gifts);
  start_mission builds the map with the generator; tools unlock step by step; the strongest
  5 creatures and 20% of the gold are carried into the next mission; campaign progress type
- Map generator options (portals, treasure caves, hero gate) and meandering rivers with
  knight bridges
- Mission goals: shards, gate of the order, all knights, vault loot, knight towers, waves;
  time limits; waves and gate defenders only where the mission wants them
- Locked tools are shown dark and cannot be chosen; HUD shows gate/waves/time only when used
- Fix: patrol routes no longer start on tower spots
- Tests: every mission builds, its goals are possible, wave heroes reach the core

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 11:11:53 +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 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 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 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 c54998be55 Imps: at least 10% of the imps (min. one) claim floor while there is floor to claim
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-03 09:47:42 +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 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