Files
dungeoncraft/README.md
T
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

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DungeonCraft

An original dungeon building & defence game that runs in the browser (Rust + macroquad, compiled to WebAssembly).

Dig out your underground realm, claim the portal to attract creatures, keep them fed, rested and paid, fend off endless hero waves that adapt to your army – and finally destroy the Hero Gate.

  • 3D isometric view with a freely rotatable and tiltable camera
  • Procedural pixel art, irregular cave walls, flickering torch light
  • CP437 text-mode style interface with the DINOBYTE bitmap font
  • Map sizes from 64×64 to 256×256 tiles (one portal per 64×64 tiles, guarded treasure caves on bigger maps)
  • English and German (language files in lang/, easy to extend)

See DESIGN.md for all design decisions and CREDITS.md for third-party assets.

Running

The easiest way is Docker; the image builds the WASM file and serves it with nginx:

docker compose up -d --build
# open http://localhost:18093

Building without Docker

Requirements: Rust with the wasm32-unknown-unknown target.

rustup target add wasm32-unknown-unknown
cargo build --release --target wasm32-unknown-unknown
cp target/wasm32-unknown-unknown/release/dungeoncraft.wasm www/
cp ~/.cargo/registry/src/*/macroquad-*/js/mq_js_bundle.js www/
python3 -m http.server 8080 -d www   # open http://localhost:8080

Testing the game logic

The tests run natively: a headless simulation of whole games, a savegame round trip, rendering of all music modules and the audio engine:

cargo test --release

Music

The soundtrack consists of FastTracker 2 modules in assets/music/, generated by tools/compose_music.py (python3 tools/compose_music.py). They can be opened and edited in MilkyTracker. The game plays them with its own XM/MOD replayer (src/xm.rs); sound effects are synthesised chip sounds (src/sfx.rs). Both are mixed in src/audio.rs and streamed to the browser by www/dc_plugin.js.

Controls

Input Action
Esc Pause menu (save, load, settings)
Left click / drag Use the active tool (dig and rooms: drag a rectangle)
Right click Drop a unit from your hand
Right drag, WASD, arrows, screen edge Move the camera
Middle drag, Q/E, R/F Rotate / tilt the camera
Mouse wheel Zoom
1–9, 0, X, V Select a tool or spell
P / Space Pause
M, +/- Sound on/off, volume
G Tile outlines on/off
H Help

All keys except Esc and the arrow keys can be changed in Settings → Keys.

Savegames

Use Save Game in the pause menu to download a .dcsave file (JSON). Load it again via Load Game or by dropping the file onto the game window. The game also autosaves into the browser every two minutes and when the tab is closed; Continue on the title screen resumes from there.

Adding a language

  1. Copy lang/en.lang to lang/<code>.lang and translate the texts (placeholders {0}, {1} stay as they are).
  2. Add the file to SOURCES in src/i18n.rs.
  3. Note: the DINOBYTE font only covers the CP437 character set.