Richard Zink and Claude Opus 5.5
2a6892f9a6
Title demo: lava and water rivers around a rock tongue, pillars and walls
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-05 15:11:36 +01:00
Richard Zink and Claude Opus 5.5
1094c7c5f2
Stronger liquid swell, flow along rivers, brighter lava and new lava texture
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-05 15:08:51 +01:00
Richard Zink and Claude Opus 5.5
a701212299
Bump version to v202611-00021
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-05 14:56:51 +01:00
Richard Zink and Claude Opus 5.5
f18af0d64c
Animate water and lava with gentle waves and flowing textures
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-05 14:56:38 +01:00
Richard Zink and Claude Opus 5.5
f4622d285d
Light the surroundings of lava in orange up to ten tiles
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-05 14:53:16 +01:00
Richard Zink and Claude Opus 5.5
ee54a98063
Note frequent commits and push-on-deploy in agent rules
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-05 14:50:31 +01:00
Richard Zink and Claude Opus 5.5
f0eb33a6b1
Rework arrows falling into water and lava
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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 Zink and Claude Opus 5.5
5adf3d0e00
Translate campaign editor and scripting docs, update status
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-05 14:48:01 +01:00
Richard Zink and Claude Opus 5.5
1ef2239fbf
Let flyers path over water and lava everywhere
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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 Zink and Claude Opus 5.5
d6bcce3a76
Multiplayer plan: deterministic lockstep, steps A-F
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-04 08:34:55 +01:00
Richard Zink and Claude 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)
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-04 08:25:31 +01:00
Richard Zink and Claude 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
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-04 08:20:17 +01:00
Richard Zink and Claude 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
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- 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 Zink and Claude 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
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-04 08:02:29 +01:00
Richard Zink and Claude Opus 5.5
bbab2b5a58
Bestiary pictures the right way up (PNG export writes rows bottom up)
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-04 07:53:39 +01:00
Richard Zink and Claude 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
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-11-04 07:52:03 +01:00
Richard Zink and Claude Opus 5.5
b3583f5e7e
README as a small game website in Crookfinger's voice; INSTALL.md, BESTIARY.md, playable standalone file
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- 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 Zink and Claude Opus 5.5
4ce2c2919e
Three new heroes: giant, fairy spy, battle mage
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- 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 Zink and Claude Opus 5.5
a58497e3a9
Five new rooms: prison, graveyard, guard post, arena, sacrifice altar; new creature: the revenant
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- 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