# DungeonCraft – Design Decisions An original dungeon management game (genre: dungeon building & defence) that runs as WASM in the browser. ## Technology - Rust + **macroquad** (WebGL), target `wasm32-unknown-unknown` - User interface drawn entirely **in the canvas** - Font: **DINOBYTE** bitmap font (CP437, 6×8 px, CC BY 4.0, see CREDITS.md) for all texts, integer scaled - All UI windows use **CP437 frames** (single lines for panels, double lines for dialogs); bars (HP/mana/gate) are pixel bars - Sound: event system + macroquad audio prepared (volume, mute key M); sounds will be generated later - Languages: all in-game texts live in **language files** (`lang/*.lang`, key = text); English is the reference/fallback, German included, more can be added. The language is chosen on first start and stored in the browser. - Repository language: **English** (code, comments, docs, commit messages) ## Graphics - **3D**, **true isometric** (orthographic camera) - Camera **freely rotatable 360° and tiltable** - Walls with an **irregular surface** (noise displacement of the wall faces, seamless between neighbours) - Textures: **procedural pixel art** (tile atlas) - Units: **pixel sprites as billboards** (always facing the camera) - Lighting: **dark + torches** – dark base level; claimed areas and light sources (torches, core, portal, gate) are bright, flickering light - **Tile outlines**: subtle dark lines around every tile (floors, wall tops, vertical wall edges), following the irregular surface; toggle with G (later in the graphics settings) - The UI is a 2D layer on top, including a minimap ## Controls - Left click: use the active tool (drag a rectangle for digging/rooms) - Right click: drop a unit from the hand - Camera: WASD/arrow keys, right mouse drag, mouse wheel zoom, screen edge - Rotate/tilt: middle mouse drag, Q/E rotate, R/F tilt - Spells: 0 lightning, X heal, V summon imp - Torches: placed automatically when ground is claimed; foreign areas are dimly visible ## Planned - Menu: save (download `*.dcsave`), load (file picker + drag & drop), autosave in the browser (localStorage) - Settings: language + sound, camera, graphics, game, key bindings – stored in the browser **and** in the savegame - Music: own **XM/MOD replayer in Rust**, shared mixer for music + sound effects (streamed via a JS audio plugin, replaces macroquad audio) - Soundtrack (composed as `.xm`, editable in MilkyTracker): title/menu, several calm build tracks, battle, victory/defeat jingles; **the title melody is a recognisable leitmotif in every piece** ## Game content - **Digging**: mark earth/gold → Pit Imps dig, bring gold home and claim ground - **Rooms**: treasury, lair, mushroom garden, training hall, library - Claim the **portal** → creatures: kobold, cave spider, shadow mage, stone ogre (depending on rooms) - **Needs**: sleep, food, wages (payday); unhappy creatures leave - **Hand**: pick up / drop own units (max. 8) - **Spells** (mana): lightning, heal, summon Pit Imp - **Heroes**: knight, archer, priest, dwarf miner, paladin of light (they dig their way to the Soul Core) ## Goal - **Victory**: destroy the Hero Gate - **Defeat**: the Soul Core is destroyed ## Attacking the gate - **Attack flag**: the player places a rally flag; free creatures march there and attack everything nearby (including the gate) - **Gate**: about 3000 HP, regenerates slowly when not under attack - **Defenders** appear at HP thresholds 75% / 50% / 25% (the last squad with a boss), challenging ## Hero waves - **Endless** while the gate stands - Strength follows the **army value** (sum of HP × damage of all creatures incl. levels) - Wave strength **grows from 60% to 100%** of the army value, with some randomness - **Grace period** of 5 minutes, then a **minimum wave** (e.g. 2 knights) even with a weak army - Goal: always beatable, but challenging ## Operations / testing - Build in Docker (multi-stage: Rust → nginx:alpine) - Test build on port **18093**, later additionally a subdomain via Nginx Proxy Manager