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# 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), pulled towards the camera in depth so walls behind a unit never cut into its sprite
- Lighting: **dark + torches** – dark base level; claimed areas and light sources (torches, core, portal, gate) are bright, flickering light
- **Dig marking**: a marked block glows yellow along its **real irregular shape** (tinted top and open sides, outline following the displaced edges)
- **Hover**: the wall block under the mouse gets a faint version of that highlight (in the colour of the active tool); while dragging a dig rectangle, every block inside is tinted faintly; floor tiles get an outline
- **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
## Menus, savegames, settings
- **Title screen** (Continue, New Game, Load, Settings, Help) and **pause menu** on Esc (Resume, Save, Load, Settings, Help, Main Menu)
- Savegames as **JSON** (`*.dcsave`, format tag + version, ~300 KB): **save = download**, **load = file picker or drag & drop** onto the game window
- **Autosave** in the browser (localStorage) every 2 minutes and when the tab is hidden/closed; "Continue" on the title screen
- Settings: language + sound, camera (rotation/zoom speed, edge scrolling, invert mouse), graphics (tile outlines, wall detail, light sources, interface size), game (speed 1×/2×, hints), **key bindings** (conflicts swap keys; Esc and arrow keys are fixed)
- Settings are stored in the browser **and** in every savegame; loading a savegame **always applies** its settings
## Music & sound
- Own **XM/MOD replayer in Rust** (`src/xm.rs`): instruments, envelopes, fadeout, auto-vibrato, linear/Amiga frequencies, common FT2 effects; verified against libopenmpt
- **Shared mixer** for music + sound effects (`src/audio.rs`), streamed to the browser by the JS plugin (replaces macroquad audio)
- Soundtrack in classic **Amiga chiptune** style, composed as `.xm` by `tools/compose_music.py` (editable in MilkyTracker): title/menu, **3 build tracks** (rotating), **2 battle tracks** (wave defence, gate assault), victory/defeat jingles; **the title melody is a recognisable leitmotif in every piece**
- Music changes with **soft crossfades** (2.5 s): title → build → battle when heroes invade → storm music while attacking the gate → jingles
- Sound effects are **synthesised chip sounds** (`src/sfx.rs`), positioned by distance and stereo panning
## Map size
- Chosen in the **New Game dialog**: width and height separately, **64–256 tiles** in steps of 32 (remembered in the settings)
- Content scales with the area: rock, gold veins and caves; the Hero Gate lies on the far side, the **grace period grows with the distance** to the gate
- **One portal per 64×64 tiles**; every claimed portal brings creatures (more portals = faster arrivals, still limited by the lair)
- Bigger maps get **guarded treasure caves** (one less than the number of portals): very rich gold veins, defended by a hero squad that stays at its post
- Savegames store the tiles packed (run-length encoded, base64), so even 256×256 maps stay small (~300 KB); version 1 savegames still load
## 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