Commit Graph
77 Commits
Author SHA1 Message Date
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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 a569aff7a8 Projektgerüst, Karte/Wegfindung und Spiellogik
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-02 21:49:10 +01:00